Um, I found a bug. When I was creating dialouge, I was cycling through the options to pick chats (like quit option, talk option, role option) and I double clicked really fast through them and it gave me a 'saving chunks' screen
EDIT:I just read a post that reported this. Sorry for not looking
BTW: I used to love this mod, now I think its freakin' epic and the best mod ever!
I think I found another bug. Whenever I try to input something into the redstone block(i.e only activates after quest "Blah") it doesnt save it. I enter it again and the GUI is is still default.
I don't know if this has been asked yet, but will there be a way to reset a completed quest to where it's uncompleted? I made a bunch of
quests involving the NPC block but after testing the quests, I want to be able to reset the quest so that the NPC block doesn't activate for
someone playing my map.
Quest completion is saved for each player individually so. But if you want to remove it go to .minecraft/saves/your world/customnpc/playerdata and remove your name.dat
I have downloaded the custom npc mod and I believe I have done it all correctly except for when I need to enable crafting. On the website it says I need to use notepad? On my Mac, I can't find that, nor is it in the app store (I know I sound kinda stupid) but it said I can use an app called "file viewer" to do open the CustomNpcs.cfg in the config section in finder. I have no idea though how to actuall enable crafting with this or if there is a way I have no idea. Can you please explain to me how to enable crafting so I can FINALLY use this app or tell me another way to do it? Thanks!
Any text editor will do. You dont need notepad on macs.
Odd, trying to use a bank in a new world it works just fine, however in an older map (wich i am playing/developing) trying to use a bank crash, and here's the errorlog.
java.lang.ClassCastException: afn cannot be cast to mf
at ady.d(SourceFile:98)
at noppes.npcs.NBTTags.getItemStackList(NBTTags.java:18)
at noppes.npcs.PlayerBankData.getItemSlots(PlayerBankData.java:70)
at noppes.npcs.PlayerBankData.loadBank(PlayerBankData.java:27)
at noppes.npcs.PlayerDataController.getBankData(PlayerDataController.java:100)
at noppes.npcs.gui.tools.ContainerNPCBankChest.<init>(ContainerNPCBankChest.java:50)
at noppes.npcs.roles.RoleBank.interact(RoleBank.java:50)
at noppes.npcs.EntityNPCInterface.c(EntityNPCInterface.java:154)
at yw.j(EntityPlayer.java:1045)
at ki.a(PlayerController.java:126)
at net.minecraft.client.Minecraft.c(Minecraft.java:1339)
at net.minecraft.client.Minecraft.k(Minecraft.java:1800)
at net.minecraft.client.Minecraft.x(Minecraft.java:822)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
Ah yes you will have to reconfigure. I actually thought all roles reset in the update, hmmm.
I think I found another bug. Whenever I try to input something into the redstone block(i.e only activates after quest "Blah") it doesnt save it. I enter it again and the GUI is is still default.
That doesnt happen for me, strange.
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Well all I can say is that shouldnt happen. Could you try to narrow it down and start by checking if it works with 1 dialog than try 2 dialogs than try 1 quest and 2 quest and than try all of them together?
If you had really read anything you would have known to give me your .minecraft/modloader.txt and or .minecraft/errorlog.txt. If I had to guess you didnt install modloader correctly
I did read it, that's why I asked if you needed more details cause I didn't know or think that since I didn't get an error sign that it wouldn't be in there. Sorry :S
I just searched my computer and didn't find either. I looked for it right after I tried installing it again, no luck.
I did read it, that's why I asked if you needed more details cause I didn't know or think that since I didn't get an error sign that it wouldn't be in there. Sorry :S
I just searched my computer and didn't find either. I looked for it right after I tried installing it again, no luck.
In that case you didnt install modloader correctly
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Uhm, after insalling your mod minecraft goes blackscreen. Here is the error log:
java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(Unknown Source)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:130)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:106)
at ModLoader.addOverride(ModLoader.java:154)
at mod_RCM.load(mod_RCM.java:111)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:351)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Apparently this mod doesn't like RC mod. Can you explain why?
Uhm, after insalling your mod minecraft goes blackscreen. Here is the error log:
java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(Unknown Source)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:130)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:106)
at ModLoader.addOverride(ModLoader.java:154)
at mod_RCM.load(mod_RCM.java:111)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:351)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Apparently this mod doesn't like RC mod. Can you explain why?
You have too many mods that add items. You have no free sprites
You have too many mods that add items. You have no free sprites
Yes I have many mods but RC mod doesn't use item sprite because it is a forge mod. And when I get rid of RC mod your mod started to work. So it shouldn't be sprite problem.
Yes I have many mods but RC mod doesn't use item sprite because it is a forge mod. And when I get rid of RC mod your mod started to work. So it shouldn't be sprite problem.
Just because the mod uses forge doesnt automatically mean it uses forges item sprites thing. That sounds like RC still uses modloaders item sprites way
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Honestly Noppes your the man, I check this forum post fairly frequently to see what updates there are to my favorite mod. Hands down this mod is the best I've seen.
I've created a map around your mod and am waiting for future features to improve it as I go. Some suggestions I have (which hopefully you haven't already received) are:
1. The ability to lock doors, possibly creating a key item which will only have the ability to lock ONE door, being the first one you activate it on. This key could then be given to a merchant to effectively sell houses in the game.
- A follow on idea for this would be to have keys which only have short term uses, which would work well in situations where you want to have an inn. For instance, I buy a key which works for the door to room 5, when I've unlocked it the first time the key disappears and the room is open. After I leave the inn the door relock's itself, allowing the system to work multiple times
2. Providing short item descriptions in trader menu's
3. Allowing the number of items shown on the trader menu to be customised down to a minimum of 2-4
That's about all I can think of, but I'd love it if you would consider these suggestions. Thank you for all the work you put in, and for allowing us as minecrafters to enjoy such an awesome mod.
Just because the mod uses forge doesnt automatically mean it uses forges item sprites thing. That sounds like RC still uses modloaders item sprites way
Hmm, I didn't know that. Thanks for the reply. BTW your mod is awesome. I've been using it for one hour and I loved it.
1. The ability to lock doors, possibly creating a key item which will only have the ability to lock ONE door, being the first one you activate it on. This key could then be given to a merchant to effectively sell houses in the game.
- A follow on idea for this would be to have keys which only have short term uses, which would work well in situations where you want to have an inn. For instance, I buy a key which works for the door to room 5, when I've unlocked it the first time the key disappears and the room is open. After I leave the inn the door relock's itself, allowing the system to work multiple times
2. Providing short item descriptions in trader menu's
3. Allowing the number of items shown on the trader menu to be customised down to a minimum of 2-4
1) I will add a lockable door in the future. Though it will probably be locked/unlocked according to quest completion much like the redstone block. I do want to add an inn keeper, but your idea with making the door lock after leaving the inn gives me 2 problems. How would I check if somebody leaves the inn? What if the player slept in a bed and set his spawn to the locked room?
For the innkeeper I was thinking of making it possible to 'rent' a door. Only the person that rented it can use it. That still doesnt fix the player sleeping in the bed though. Im not sure what todo with it yet.
2) Not sure what you mean with that
3) Im probably too lazy to do that. It would require me to make 2 more guis
1. The ability to lock doors, possibly creating a key item which will only have the ability to lock ONE door, being the first one you activate it on. This key could then be given to a merchant to effectively sell houses in the game.
- A follow on idea for this would be to have keys which only have short term uses, which would work well in situations where you want to have an inn. For instance, I buy a key which works for the door to room 5, when I've unlocked it the first time the key disappears and the room is open. After I leave the inn the door relock's itself, allowing the system to work multiple times
There is in fact a mod that do exactly what you just suggest, i highly recmmend you to look at it.
Ah yes you will have to reconfigure. I actually thought all roles reset in the update, hmmm.
Sadly, that has been done a few times already, still with the same results. Any suggestion on what should i do?
1. The ability to lock doors, possibly creating a key item which will only have the ability to lock ONE door, being the first one you activate it on. This key could then be given to a merchant to effectively sell houses in the game.
- A follow on idea for this would be to have keys which only have short term uses, which would work well in situations where you want to have an inn. For instance, I buy a key which works for the door to room 5, when I've unlocked it the first time the key disappears and the room is open. After I leave the inn the door relock's itself, allowing the system to work multiple times
Part of that can be done now. Set a redstone block above the iron door, set to active after innkeeper quest. That quest would be get X amount of coin for innkeeper. When that happens the door opens.
1) I will add a lockable door in the future. Though it will probably be locked/unlocked according to quest completion much like the redstone block. I do want to add an inn keeper, but your idea with making the door lock after leaving the inn gives me 2 problems. How would I check if somebody leaves the inn? What if the player slept in a bed and set his spawn to the locked room?
For the innkeeper I was thinking of making it possible to 'rent' a door. Only the person that rented it can use it. That still doesnt fix the player sleeping in the bed though. Im not sure what todo with it yet.
2) Not sure what you mean with that
3) Im probably too lazy to do that. It would require me to make 2 more guis
1. Ok all good, I think the renting idea would work better since if a key was lost the access to the house wouldn't be affected.
Maybe with the bed problem, is it possible to create a set spawn location which cannot be changed? as in allow a player spawner to be placed within the main hall of the inn rather than the rooms. That way even if you sleep in another bed your spawn location won't change.
2. Sorry I didnt explain. I was basically thinking of allowing items to have their names changed. For instance, a potion which provides healing could be named Hyper Potion, or whatever. Moreso I was hoping to apply it to enchanted weapons etc.
3. All good, thanks anyways
Noppes i just came up with an idea to fix your inn problem. why not make it so its not the door thats locked but the bed? that way you can set it to not reset your spawn, heal your health or set it to day
EDIT:I just read a post that reported this. Sorry for not looking
BTW: I used to love this mod, now I think its freakin' epic and the best mod ever!
Quest completion is saved for each player individually so. But if you want to remove it go to .minecraft/saves/your world/customnpc/playerdata and remove your name.dat
Any text editor will do. You dont need notepad on macs.
Ah yes you will have to reconfigure. I actually thought all roles reset in the update, hmmm.
Looks nice. Ill try it out
That doesnt happen for me, strange.
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I did read it, that's why I asked if you needed more details cause I didn't know or think that since I didn't get an error sign that it wouldn't be in there. Sorry :S
I just searched my computer and didn't find either. I looked for it right after I tried installing it again, no luck.
In that case you didnt install modloader correctly
Want to support me? Become one of my patrons:
at java.util.BitSet.clear(Unknown Source)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:130)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:106)
at ModLoader.addOverride(ModLoader.java:154)
at mod_RCM.load(mod_RCM.java:111)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:351)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Apparently this mod doesn't like RC mod. Can you explain why?
You have too many mods that add items. You have no free sprites
You should have said that during the pre-releases. Probably wont change it now
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Yes I have many mods but RC mod doesn't use item sprite because it is a forge mod. And when I get rid of RC mod your mod started to work. So it shouldn't be sprite problem.
Just because the mod uses forge doesnt automatically mean it uses forges item sprites thing. That sounds like RC still uses modloaders item sprites way
Want to support me? Become one of my patrons:
I've created a map around your mod and am waiting for future features to improve it as I go. Some suggestions I have (which hopefully you haven't already received) are:
1. The ability to lock doors, possibly creating a key item which will only have the ability to lock ONE door, being the first one you activate it on. This key could then be given to a merchant to effectively sell houses in the game.
- A follow on idea for this would be to have keys which only have short term uses, which would work well in situations where you want to have an inn. For instance, I buy a key which works for the door to room 5, when I've unlocked it the first time the key disappears and the room is open. After I leave the inn the door relock's itself, allowing the system to work multiple times
2. Providing short item descriptions in trader menu's
3. Allowing the number of items shown on the trader menu to be customised down to a minimum of 2-4
That's about all I can think of, but I'd love it if you would consider these suggestions. Thank you for all the work you put in, and for allowing us as minecrafters to enjoy such an awesome mod.
Hmm, I didn't know that. Thanks for the reply. BTW your mod is awesome. I've been using it for one hour and I loved it.
1) I will add a lockable door in the future. Though it will probably be locked/unlocked according to quest completion much like the redstone block. I do want to add an inn keeper, but your idea with making the door lock after leaving the inn gives me 2 problems. How would I check if somebody leaves the inn? What if the player slept in a bed and set his spawn to the locked room?
For the innkeeper I was thinking of making it possible to 'rent' a door. Only the person that rented it can use it. That still doesnt fix the player sleeping in the bed though. Im not sure what todo with it yet.
2) Not sure what you mean with that
3) Im probably too lazy to do that. It would require me to make 2 more guis
Looked at the RC mod and he indeed doesnt use forges item sprites system. Go request him to implement it
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There is in fact a mod that do exactly what you just suggest, i highly recmmend you to look at it.
Sadly, that has been done a few times already, still with the same results. Any suggestion on what should i do?
Set its role to none. Save and quit and try configuring it than.
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Part of that can be done now. Set a redstone block above the iron door, set to active after innkeeper quest. That quest would be get X amount of coin for innkeeper. When that happens the door opens.
Thank you!
A proud Indev Veteran
1. Ok all good, I think the renting idea would work better since if a key was lost the access to the house wouldn't be affected.
Maybe with the bed problem, is it possible to create a set spawn location which cannot be changed? as in allow a player spawner to be placed within the main hall of the inn rather than the rooms. That way even if you sleep in another bed your spawn location won't change.
2. Sorry I didnt explain. I was basically thinking of allowing items to have their names changed. For instance, a potion which provides healing could be named Hyper Potion, or whatever. Moreso I was hoping to apply it to enchanted weapons etc.
3. All good, thanks anyways
Thanks mate, I had a look and think its pretty cool, although it requires minecraft forge. Thanks for the assist