I was check to see if a script would run on a server if I logged off but it stopped dead. Then I made him a chunk loader and the script continued but he did not place the blocks (he was running a building routine) although the real script I would like to run is not placing blocks I was wondering why this would happen? In the picture I logged out twice and he stopped placing the blocks but continued with the where he would be placing them.
Place a .schematic file in your world/customnpcs/schematics folder. Select it in the builderblock and enable it. Place an npc with the builder job nearby.
Rollback Post to RevisionRollBack
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I seem to be having a problem accessing data using the storeddata feature in scripting. There is no error but I can't access the data unless the npc is reset with the editor wand. Or maybe what I am doing is just horribly wrong.
hay um.. im having a problem adding new skins to my custom npcs 1.8. ive put the files containing them in my textures file like I do for 1.7.10 ..an it does recognize them but when I open them in game their empty, completely .what has gone wrong please can someone tell me how to fix this
I seem to be having a problem accessing data using the storeddata feature in scripting. There is no error but I can't access the data unless the npc is reset with the editor wand. Or maybe what I am doing is just horribly wrong.
Looks like something crashes when an npc tries to say null. Try adding + "" after the world.getStoredData
Rollback Post to RevisionRollBack
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Hey, I love your mod. It's a must have whenever I play MC. I'd love to know what features you're working on right now, and when the mod will be updated. If I could offer some feedback, I think the Mount job, Natural spawning, and maybe a flying feature for the mounts would be the most useful.
Hey, I love your mod. It's a must have whenever I play MC. I'd love to know what features you're working on right now, and when the mod will be updated. If I could offer some feedback, I think the Mount job, Natural spawning, and maybe a flying feature for the mounts would be the most useful.
Looks like something crashes when an npc tries to say null. Try adding + "" after the world.getStoredData
Thanks that did work!
Also when a player dies his scriptlivingbase??(not sure if this is what it is called) name changes -> noppes.npcs.scripted.scriptedplayer@facdea from this to something else so if you want to save this and use it in a setPosition command you can't.
Is there a way to work backwards from their " player name" -> change "daotdlog" to noppes.npcs.scripted.scriptedplayer@gatac5 or something to use it with setPosition command etc.
Builder Job is great! but I think he needs to be shown drinking coffee during his breaks
Again, sorry if you've already seen this, I just wanna know if this is something you might work on in the near(ish) future, or if I should continue doing things the way I'm trying to.
The Post:
Noppes,
Again, I know it's a WIP, but I figure it's worth telling you, just in case it's something you haven't run into yet (Sorry if it's something you've just not prioritized yet) The Natural Spawns feature seems to heavily favor Underground Spawns, specifically, ones near Lava, and I might occasionally see one spawn on the surface, despite the Weighted Chance being maxed out. I'm unsure if there's something you can do to fix this in the near future, or if you're working on something else primarily right now, but it'd be greatly appreciated
EDIT: Don't know if it's possible, but maybe there's a way to make it so the user can set an Elevation Range that NPCs would try to spawn inside of. Just an idea, don't know if that's possible
EDIT: I've been messing around with making a large quantity of NPCs, and I got to wondering of there was a way for you to set it so that Linked NPCs would only have certain portions of them linked. For example: When dealing with Night and Daytime settings, you can set it so that only AI and Advanced settings are separate depending on if it's day or night, I thought it might be possible to set it so that when the AI was changed on one linked NPC, the other linked NPC would also change its AI, but if I changed the skin on one, the other NPC's skin would not change (Because that falls under Display, not AI) Just an idea I had to make the Linking function more useful.
Also (sorry to be a pest on this, if you have seen it) I just wanted to make sure on whether or not you had seen my question/request regarding the Mailboxes:
[
Noppes, are you able to make it so the Mail Boxes are either unbreakable or drop when broken? Doesn't matter which to me, just would make things nicer if they would at least not completely disappear when mined.
EDIT: I also tried to mine it out with a Silk Touch pickaxe (thought maybe it would work the way an ender chest does), but that also doesn't drop the Mailbox.
] (that was in a spoiler, doesn't seem to like nested Spoilers though)
thanks for all the great work Noppes!
Also, I don't seem to be able to use the NPC wand on my server in the open-air (to bring up the nearby NPC's menu), not sure if this is because Commands aren't enabled or what, but I was just curious if this was an issue you were aware of, or if it's just me not setting something up properly.
The Natural spawning feature I think is the MOST important. It would really eliminate the need for alot of other mods to add new and interesting things to a minecraft world without the player manually spawning them in. The mount job would just be cool because you could ride a fire breathing dragon into battle, or if you prefer, a giant TNT launching chicken. I know this must be irritating as a mod creator, but do you have any idea when you're going to release the next update?
The Natural spawning feature I think is the MOST important. It would really eliminate the need for alot of other mods to add new and interesting things to a minecraft world without the player manually spawning them in. The mount job would just be cool because you could ride a fire breathing dragon into battle, or if you prefer, a giant TNT launching chicken. I know this must be irritating as a mod creator, but do you have any idea when you're going to release the next update?
apologies, I still don't know how this website works. This was a reply to Noppes.
Also when a player dies his scriptlivingbase??(not sure if this is what it is called) name changes -> noppes.npcs.scripted.scriptedplayer@facdea from this to something else so if you want to save this and use it in a setPosition command you can't.
Is there a way to work backwards from their " player name" -> change "daotdlog" to noppes.npcs.scripted.scriptedplayer@gatac5 or something to use it with setPosition command etc.
Builder Job is great! but I think he needs to be shown drinking coffee during his breaks
And how does the Farmer Job work?
Store the player name instead and use world.getPlayer
Again, sorry if you've already seen this, I just wanna know if this is something you might work on in the near(ish) future, or if I should continue doing things the way I'm trying to.
The Post:
Noppes,
Again, I know it's a WIP, but I figure it's worth telling you, just in case it's something you haven't run into yet (Sorry if it's something you've just not prioritized yet) The Natural Spawns feature seems to heavily favor Underground Spawns, specifically, ones near Lava, and I might occasionally see one spawn on the surface, despite the Weighted Chance being maxed out. I'm unsure if there's something you can do to fix this in the near future, or if you're working on something else primarily right now, but it'd be greatly appreciated
EDIT: Don't know if it's possible, but maybe there's a way to make it so the user can set an Elevation Range that NPCs would try to spawn inside of. Just an idea, don't know if that's possible
EDIT: I've been messing around with making a large quantity of NPCs, and I got to wondering of there was a way for you to set it so that Linked NPCs would only have certain portions of them linked. For example: When dealing with Night and Daytime settings, you can set it so that only AI and Advanced settings are separate depending on if it's day or night, I thought it might be possible to set it so that when the AI was changed on one linked NPC, the other linked NPC would also change its AI, but if I changed the skin on one, the other NPC's skin would not change (Because that falls under Display, not AI) Just an idea I had to make the Linking function more useful.
Also (sorry to be a pest on this, if you have seen it) I just wanted to make sure on whether or not you had seen my question/request regarding the Mailboxes:
[
Noppes, are you able to make it so the Mail Boxes are either unbreakable or drop when broken? Doesn't matter which to me, just would make things nicer if they would at least not completely disappear when mined.
EDIT: I also tried to mine it out with a Silk Touch pickaxe (thought maybe it would work the way an ender chest does), but that also doesn't drop the Mailbox.
] (that was in a spoiler, doesn't seem to like nested Spoilers though)
thanks for all the great work Noppes!
Also, I don't seem to be able to use the NPC wand on my server in the open-air (to bring up the nearby NPC's menu), not sure if this is because Commands aren't enabled or what, but I was just curious if this was an issue you were aware of, or if it's just me not setting something up properly.
No clue why natural spawning would prefer spawning close to lava or underground. I do plan to add a min and max spawnheight.
Mailboxes not dropping was a bug.
Commands should work again. Dunno about the nearby npc menu
Rollback Post to RevisionRollBack
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Want to support me? Become one of my patrons:
Going from the mod versions CustomNPCs_1.7.10b to CustomNPCs_1.7.10c deletes all my quests and dialogues. I went to my world save from the previous version and copied over my dialogues and it worked, but when I copy and paste the quests.dat over the files disappear automatically when I start minecraft. Do you know why this happens or what I can do to fix this?
Going from the mod versions CustomNPCs_1.7.10b to CustomNPCs_1.7.10c deletes all my quests and dialogues. I went to my world save from the previous version and copied over my dialogues and it worked, but when I copy and paste the quests.dat over the files disappear automatically when I start minecraft. Do you know why this happens or what I can do to fix this?
Looks like the minion mod is crashing not mine.
No clue
It uses cobblestone as ammo
Place a .schematic file in your world/customnpcs/schematics folder. Select it in the builderblock and enable it. Place an npc with the builder job nearby.
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Why doen't NEI show the recepies?
Whenever I use an item from the mod (I tried machine gun, ocarnia and npc wand) It says: Shutting down Initial server, then it crashes.
Noppes,
I seem to be having a problem accessing data using the storeddata feature in scripting. There is no error but I can't access the data unless the npc is reset with the editor wand. Or maybe what I am doing is just horribly wrong.
Try updating the mod or give me a proper crash report.
Because my recipes are dynamically added. See global -> recipes menu
Where exactly are you putting them?
Looks like something crashes when an npc tries to say null. Try adding + "" after the world.getStoredData
Want to support me? Become one of my patrons:
Hey, I love your mod. It's a must have whenever I play MC. I'd love to know what features you're working on right now, and when the mod will be updated. If I could offer some feedback, I think the Mount job, Natural spawning, and maybe a flying feature for the mounts would be the most useful.
Features Im currently working on: https://trello.com/b/6LDIEoKw/custom-npcs
And why is it that you think those would be the most useful or more useful than the other things on the todo list?
Want to support me? Become one of my patrons:
Thanks that did work!
Also when a player dies his scriptlivingbase??(not sure if this is what it is called) name changes -> noppes.npcs.scripted.scriptedplayer@facdea from this to something else so if you want to save this and use it in a setPosition command you can't.
Is there a way to work backwards from their " player name" -> change "daotdlog" to noppes.npcs.scripted.scriptedplayer@gatac5 or something to use it with setPosition command etc.
Builder Job is great! but I think he needs to be shown drinking coffee during his breaks
And how does the Farmer Job work?
Hey Noppes I Am Making an adventure map and i want to use your mod can i please use it do i need do to do anything to use it? THX - cloud44049
Again, sorry if you've already seen this, I just wanna know if this is something you might work on in the near(ish) future, or if I should continue doing things the way I'm trying to.
The Post:
Noppes,
Again, I know it's a WIP, but I figure it's worth telling you, just in case it's something you haven't run into yet (Sorry if it's something you've just not prioritized yet) The Natural Spawns feature seems to heavily favor Underground Spawns, specifically, ones near Lava, and I might occasionally see one spawn on the surface, despite the Weighted Chance being maxed out. I'm unsure if there's something you can do to fix this in the near future, or if you're working on something else primarily right now, but it'd be greatly appreciated
EDIT: Don't know if it's possible, but maybe there's a way to make it so the user can set an Elevation Range that NPCs would try to spawn inside of. Just an idea, don't know if that's possible
EDIT: I've been messing around with making a large quantity of NPCs, and I got to wondering of there was a way for you to set it so that Linked NPCs would only have certain portions of them linked. For example: When dealing with Night and Daytime settings, you can set it so that only AI and Advanced settings are separate depending on if it's day or night, I thought it might be possible to set it so that when the AI was changed on one linked NPC, the other linked NPC would also change its AI, but if I changed the skin on one, the other NPC's skin would not change (Because that falls under Display, not AI) Just an idea I had to make the Linking function more useful.
Also (sorry to be a pest on this, if you have seen it) I just wanted to make sure on whether or not you had seen my question/request regarding the Mailboxes:
[
Noppes, are you able to make it so the Mail Boxes are either unbreakable or drop when broken? Doesn't matter which to me, just would make things nicer if they would at least not completely disappear when mined.
EDIT: I also tried to mine it out with a Silk Touch pickaxe (thought maybe it would work the way an ender chest does), but that also doesn't drop the Mailbox.
] (that was in a spoiler, doesn't seem to like nested Spoilers though)
thanks for all the great work Noppes!
Also, I don't seem to be able to use the NPC wand on my server in the open-air (to bring up the nearby NPC's menu), not sure if this is because Commands aren't enabled or what, but I was just curious if this was an issue you were aware of, or if it's just me not setting something up properly.
The Natural spawning feature I think is the MOST important. It would really eliminate the need for alot of other mods to add new and interesting things to a minecraft world without the player manually spawning them in. The mount job would just be cool because you could ride a fire breathing dragon into battle, or if you prefer, a giant TNT launching chicken. I know this must be irritating as a mod creator, but do you have any idea when you're going to release the next update?
apologies, I still don't know how this website works. This was a reply to Noppes.
i love this mod but making the dialogue is kinda confusing do you think you could maybe wright about it?
sorry if you have been asked this
Store the player name instead and use world.getPlayer
Feel free to use it.
No clue why natural spawning would prefer spawning close to lava or underground. I do plan to add a min and max spawnheight.
Mailboxes not dropping was a bug.
Commands should work again. Dunno about the nearby npc menu
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With iChun's Portalgun mod, I can't make an NPC have a Turret model. I MUST HAZ TURRET MODELZ.
Please.
I'm actually your grandfather in disguise.
Edit: nevermind i fixed it.
Going from the mod versions CustomNPCs_1.7.10b to CustomNPCs_1.7.10c deletes all my quests and dialogues. I went to my world save from the previous version and copied over my dialogues and it worked, but when I copy and paste the quests.dat over the files disappear automatically when I start minecraft. Do you know why this happens or what I can do to fix this?
Try going from b to d instead: http://minecraft.curseforge.com/mc-mods/221826-custom-npcs/files/2243217/download
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This release contains the builder job?
Because I cant find it.
Nope the 1.8 beta contains the builder job
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