All Credits goes to this Thread
Millénaire is a new mod, in early alpha, that aims to "fill" the Minecraft world a little by adding pre-generated villages to it, with a loose 11-th century Norman theme to them. Those villages will appear occasionally in newly-generated areas, with villagers of different kind working. You can trade with them, helping them develop their village and getting easy wood and bread as well as cider out of it. Think of it as a mix between MineColony and Builders.
(Video by almundozzzz)
0.3.2 - 27/04/11
- New NPCs: cattle farmers (male and female). Raise animals and collect goods (leather, feathers, eggs, white wool, raw pork) for them, for sale at cattle farm.
- New food: tripes. Produced by cattle farmers from pork in upgraded cattle farms.
- New tool, Norman Hoe, with the same durability as the diamond one.
- Lumbermen and farmers will go pick up Norman axes and hoes if available.
- Lumbermen take time to gather wood, less with Norman axe.
- Big speed improvement when generating new worlds or new chunks in existing ones
- Added support for all four half-slabs and for fences in PNG building plans
0.3.1 - 25/04/11
- Compatibility with Minecraft 1.5.1
- Uses ModLoader 5's new zipped mods feature
0.3 - 25/04/11
- Overhaul of the building plan system:
* Support for PNG-based plans (instead of text-based ones)
* Support for “variations” (multiple plans for the same building, to be picked randomly)
* Support for many more blocks and manual placement of stairs, signs etc.
* New flexible system for setting parameters
* Removed centralised “custom.txt” file for easier installation of custom buildings
* Added variations and extra buildings for some buildings
- Expended Trade system
* Trade popup to allow trading more goods in one location
* New currency system: 4096 deniers = 64 deniers argent = one denier or
* New “Normand” tools purchasable from the Forge. Work like iron tools but with speed of gold tools
* “On-demand” construction goods (The Town Hall will buy special goods when needed for a goal, on top of the “common” ones)
* Cider now non-stackable, but can be drunk 3 times
* Level 3 Taverns also produce Calva, which can be used 10 times
- “Village Wand” : purchasable at the Town Hall, this wand allows you to create new villages by using it on an obsidian block
- New villager: Smith. Lives in the forge and make tools from iron sold to the forge.
- Revised Town Hall pannels. Now display the goods needed for the current goal only.
- Guards now live in a "guard house" and will only visit the Guard Tower
- Lumbermen will now teleport if needed to gather wood to avoid lag
- Villagers will teleport back home if fully stuck
- Villagers will now avoid areas with common "artificial" blocks when picking building locations
- Added torches to many buildings, to make the village less dark at night
- Human+ "good" NPCs should recognise villagers as being "good" as well and not attack them
- Fixes for several lag spikes
- Creepers will now be auto-killed on spawn in an 80 metres radius around town halls
- Various bug fixes and minor changes
- Not compatible with earlier villages
Code:0.2.3 - 16/04/11 - Rewritten, speedier pathing engine - Villagers will now visit tavern and church left often, but for longer - Fixed "undead villager" bug - Villagers should now avoid areas with water or lava when building new constructions - Possible fix for farmer replacing his chest with dirt - Possible fix for villagers getting duplicated - Compatible with 0.2.2 villages 0.2.2 - 07/04/11 - Fixed major bug causing duplicate buildings, women taking X time the resources needed for an upgrade, and TH panels reporting "en construction" instead of "amélioration" when villagers are building an upgrade - Villagers will no longer attack if set on peaceful (and will stop attacking if the game is switched to it) 0.2.1 - 07/04/11 - Renamed folder from "Millénaire" to "millenaire", as too many people seem to be using archive tools that can't handle accents - Fixed error message for missing files that gave wrong instructions ("buildingplans" vs "buildingplan") 0.2.1 - 06/04/11 - Villagers now speak (random greetings, comments on what they are doing, etc.) - All Millénaire files (log, buildingplans, config) go into new Millénaire directory - Millénaire now display a line at start if loaded properly (can be turned off in config.txt) - Lumbermen should now avoid planting saplings too close to buildings - Buildings should now be farther apart - Fixed bug making almost impossible for villagers to finish the church on their own - Fixed bug preventing the church from being registered properly on completion - Fixed bug where more than one wife would build at the same time - Hopefully fixed bug where too many buildings of one kind would get built - Boosted the priority of the bakery so they build it faster, as it's needed for children to grow up 0.2 - 05/03/11 - Compatible with 1.4_01 - Couples will now have children at night (random chance if both of them in the house and they have less than two young children) - If available, couples will consume cider at night, boosting the chance of having children - Children will grow by a random amount every night if bread is available, consuming one per night - Villages now start with only one lumberman's hut - Villagers will now build new farms and lumberman's huts - Fully-grown children will move into a house missing an adult of their own gender, turning into the appropriate adult - New building: church (evolves from Chapel). - New building: presbitery. Once built, house a priest. Priests do nothing but pray at the church, rest and go for drinks at the tavern. - New building: guard tower. Once built, house a guard and his wife. Guards do little but go to the tavern unless someone is attacked. Tower design by karahan. - Villagers with nothing to do will now chose between resting at home, going to the tavern or to the church - Villagers will fight back when attacked. Male villagers (except the priest) will help other villagers. Be warry. - New information pannels in Town Hall on population and current construction - Villages now require more flat land around. This also means they are rarer in hilly areas. - New item icons by cubex3 - New skins by cubex3 and TheDoctorMouse - New decorative building: Well (design by Nandonalt) - Fixed bug where the content of village chests could be taken - Many other bug fixes 0.1.9 - 04/03/11 - Finally fixed the "dead village" issue 0.1.8c - 03/03/11 - More bug fixes - Improved error logging 0.1.8b - 03/01/11 - Fixes a major bug in 0.1.8 when loading worlds 0.1.8 - 03/01/11 - Fixes at least some of the crashing bugs in 0.1.7 - Much better error logging when errors happen, to allow me to sort out future bugs more easily - Villagers' height now varies from individual to individual, with women generally smaller than men 0.1.7 - 02/01/11 - Support for Minecraft 1.4 0.1.6 - 01/01/11 - Improved Goal mechanism - Introduced config file with setting for distance between villages - Much improved error logging for custom building plans, pinpointing issues found - Better compatibility with other mods: entities given Millénaire-specific internal names, Block ID configurable in config file - NOT compatible with earlier versions 0.1.5 - 31/03/11 - New "building goal" system: villages now pick a building project randomly (but weighted according to priority settings - by default, the bakery and tavern have the highest priority), even if they do not have the resources for it yet - Other constructions will still be done while waiting for the resources for a project, but only if they do not take resources needed for it - A new panel in the Town Hall display what project has been selected by the village - New "custom" directory for user-contributed buildings - Millénaire now checks there is room for extra buildings when generating a village - Builders now work in more efficient "S" pattern - Improved village-loading code to fix potential crashes if extra buildings were removed since the last load - Lumbermen will now take into account altitude differences when selecting a new place to chop trees or plant saplings - Fixed a bug where if the builder died while a construction was in process, all building could stop - Fixed bug with extra stairs around the fort 0.1.4 - 30/03/11 - Big improvements to path caching (which means a lot less near-freezes and generally better FPS) - Villagers now jump to destination when no path can be found to a building - Holding "V" will now show the distance and direction to active villages around the player - Villages now require flatter area than before - Villages now distant from each others by a minimum of 800 metres, so normaly only one should be loaded at a time - Fixed bugs in the auto-orientation of ladders and stairs - Lumbermen should now plant saplings on snow - Fixed small bugs in townhall & fort layout - Compatible with 0.1.3 villages 0.1.3 - 29/03/11 - Four new skins for the lumbermen by Razulra (picked at random for each one when created) - "Denier Or" (gold denier) worth 100 regular deniers, automatically given when you reach above 99 deniers - Press the left shift key to trade 10 at a time, left control key for 100 at a time - Village chests are now as tough as obsidian, to prevent accidental destruction - Fixed bug where extra chests in buildings (like in the Town Hall) were not locked - Item graphics and villager skins now prefixed with "ML_" to avoid clashes with other mods - 0.1.2 villages should work properly with this update 0.1.2 - 28/03/11 - Villagers now respawn when killed - Now possible to add new building types without editing the code - Lumbermen now space out saplings far more when planting - Fixed "undead villagers" bug - 0.1.1 villages won't work properly with this update
Type of villagers
There are currently seven types of villagers:
- Farmers, who grow crops in the fields around their house, and bring the resulting wheat back to their house chest.
- Lumbermen, who chop trees, plant new trees with saplings they get from destroying leaves, and gather cider apples from leaves as well. They put the wood and apples they gather in their house chests.
- Wives, who have the most complex work: taking resources from their husbands' work to the various public buildings, making bread from wheat, making cider from cider apples, trading with the player and building new constructions.
- Children, born at night, and which grow up to become adults when bread is available and new houses are built.
- Guards that patrol the village
- Priests that visit the church (and the tavern...)
- Smiths, which makes Norman tools in the forge
Expansion of the village
The main "aim" of the villagers is to improve their village. There are six initial villagers, but their number will grow as they have children and build new houses. They can also build new types of buildings and improve existing ones. For this they need building materials: wood, cobblestone, glass and stone. The first they can get themselves, the rest only through trade with the player. A complete village currently includes a bakery, a tavern, a church, fountains, a presbytery, a guard tower and an (ugly) castle, plus custom buildings if advanced.
Advanced village, with all the default buildings as of 0.2.2
Trade with the player
There are three locations at which the player can trade with the villagers: their Town Hall, the bakery and the tavern (when built):
- Town Hall (present at start): you can sell wood, stone, cobblestone, iron and glass (plus extra blocks at time). Payment made in deniers, a special item. You can also buy wood there, and the "village wand".
- Bakery (when built, requires only wood, so normally they can do it without help): buy bread.
- Tavern (when built, requires glass, so only after you've sold enough to the villagers): buy cider and in upgrade taverns calva. Cider and calva can be used mltiple times and give back health.
To trade, go to one of the locations in question and stand near the chests. If no woman is around one will arrive shortly. Right-click on her to bring up the trade screen.
Hold the left shift key while clicking on a trade good in the trade screen to trade 8 by 8 or the left control key to trade 64 by 64.
Finding a village
Since 0.1.4, the easiest way to find a village is to press the V key. If a village is nearby, it will display its name, the distance to it and the general direction. Most new worlds should have villages near the spawn point. If you can't find one at all, check in the world with the seed b. If there are none there, there is an issue with the mod install.
Creating a new village: the Village Wand
With enough deniers, you can buy a "village wand" from the Town Hall of a village. When used on a obsidian block, it will attempt to generate a new village around the block. Warning: using a village wand is dangerous, as the village can end up being built on top of you, killing you if the ground level goes up. Don't use it you can't afford a respawn...
Compatibility / installation
Millénaire is compatible with Minecraft 1.5.1 single-player only.
Millénaire uses ModLoader 1.5v3 and should be compatible with all other ML 1.5v3 mods as long as they do not use block ID 126. To install it, first install ML 1.5v3, then copy in the minecraft.jar the class files, the gui and the mod folders. Then place the "buildingplans" folder directly in the minecraft folder (alongside bin, saves etc.). Millénaire requires quite a lot of CPU on top of the regular game, especially when generating new areas, so is not recommended for computers where the regular game lags.
- When reloading a village, sometime two women will end up building the same thing
- Buildings should face the Town Hall, but often don't
- Occasionally pathing issues will cause a CPU-spike
- Ladders and stairs sometime not placed properly
- Razulra, cubex3 and TheDoctorMouse for skins
- Nandonalt and karahan : some buildings
- The MCP team, without whose work I would not have attempted this mod
- The #risucraft and #mcp-modding channels, and specifically _303, ZeuX and ProfMobius, for saving me a lot of time with timely help
- MineColony and Builders, for inspiration and useful examples of modding Minecraft
Millenaire 0.3.1 Mod:
Millenaire 0.3.2 Mod:
Before installing, make sure your saves are backed-up. I make no guarantee Millénaire won't damage your saves. Also, future releases might not be compatible with current villages.
NEEDS MOD LOADER [IN ATTACHMENT]
Have Fun with NPC Village ;D