I'm trying to set up my military to protect my spreading village and i've come across a problem. How do you get military NPCs to arm themselves?
I have a tower containing some archers, a townhall stocked with food, and a cleric for revivals. I want to make this tower self-sufficient so when an archer dies, he'll get reequipped with his leather armor and bow. Does anyone know how to do this?
I think people have waited enough for a new release, so here goes: CORE Modules (require core): automationnpcstructure Changes include, but are not limited to: -Split into independent modules -Bugfixes (keybind detection, block placement, block interaction, structure scanning...) -Expanded farms and npc for modded blocks and items -Recipe configuration -More Npc faction configuration
Note: Installing all modules will give you all the content from the previous release. It should be totally compatible, though you are reminded to make back-ups before updating and report any issues related to old worlds. If it is not obvious enough, this is a release for Minecraft 1.7.10. Not 1.8.
Hey goto I am getting alot of instant crashes while creating a new world with this version
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at net.shadowmage.ancientwarfare.structure.world_gen.WorldStructureGenerator.getTargetY(WorldStructureGenerator.java:107)
at net.shadowmage.ancientwarfare.structure.world_gen.WorldStructureGenerator.generateAt(WorldStructureGenerator.java:83)
at net.shadowmage.ancientwarfare.structure.world_gen.WorldGenTickHandler.genChunks(WorldGenTickHandler.java:56)
at net.shadowmage.ancientwarfare.structure.world_gen.WorldGenTickHandler.serverTick(WorldGenTickHandler.java:47)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_136_WorldGenTickHandler_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:247)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:590)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
This is a great mod definitely makes the world feel more alive I've added it to solitarycraft plays quite nicely works as a great place to begin then you can get into technical automation and wahtnot.
Happy to say that the bugs/problems with NPC Faction renaming are all now resolved, and the new NPC code for options that GoToLink has added has improved things wonderfully.
I'm currently aiming for a MohawkyPack release (no eta yet, but not far away) with the following content:
...
I am so looking forward to this. My kids and I got into AW2 at 1.7.10 and then found your 1.6.4 stuff so we are happily waiting for your pack to restart our server with!
Has anyone made any compatibility patches to allow you to grow other mods crops. It would be pretty cool if it could handle the crops from harvestcraft and whatnot.
I just recently discovered AW from a friend loading it into a personal pack and I LOVE IT! I added it to my servers new modpack and I have explored quite a bit but have only seen the one medium tier structure (I swear I saw a cylinder one at one point, but it seems to have vanished =/).
I also love many of the ones I see mohawky posting screenshots of awesome structures (I tried searching the thread but can't seem to find a link), is there a place I can download these structures and add them to my server before my players start generating too much of the map, as we just reset everything yesterday.
I think people have waited enough for a new release, so here goes: CORE Modules (require core): automationnpcstructure Changes include, but are not limited to: -Split into independent modules -Bugfixes (keybind detection, block placement, block interaction, structure scanning...) -Expanded farms and npc for modded blocks and items -Recipe configuration -More Npc faction configuration
Note: Installing all modules will give you all the content from the previous release. It should be totally compatible, though you are reminded to make back-ups before updating and report any issues related to old worlds. If it is not obvious enough, this is a release for Minecraft 1.7.10. Not 1.8.
Are you working on the vehicle module? if so, release a dev build as soon as possible, I can't wait to reduce a structure to rubble in seconds!
Its always good to read the text of posts, and not just look at the pretty pictures. Especially when its only six or seven posts back.
Well I did read that you plan to release a large amount of your structures at a not to be known date currently, but I am asking about previous ones as at one point in the original AW there was a test patch with your structures. Like I also found a post from the original dev and they mentioned a link to your structures yet that link never cropped up without having to sift through more than the 50 pages I already had. Maybe next time you could work on your condescending attitude.
I'm new to the mod and I can't even figure out how to get food rations I used commands to get them but now the NPCs are hungry. I set an upkeep point with my baton but how do I actually feed them?
Wow. We had Ancient Warfare in our modpack some time ago for a long while, but it eventually got removed basically just due to not being quite ready. The factions and world generation that you've (MohawkyMagoo) modified looks amazing, and I am VERY excited to try it out whenever you are finished! I know its not 'your' mod or anything like that, but I would love to ask about permissions for your modifications/factions/world generation anyways, just to make sure. May I include Mohawky's AW2 pack in my modpack when/if it is ready? I don't wanna spam links or advertise the modpack, but its based around war,tech, and magic. Ancient Warfare was a big part of what made the 'war' aspect unique for us, and even merged war with tech as well, which was perfect
Thank you for the amazing work, and for your time
I have to say I am really impressed by the features in this mod, I am surprised this isn't/wasn't in more mod packs as its got some fairly nice features. The "Storage" alone is like an "early game" version of Applied Energistics..
I only checked this out on a lark.. the name "Ancient Warfare" does really describe this mod IMO. Perhaps a name change might get it some more recognition? Though I have no idea what I would have called it... Perhaps "Mastery"???
I've been playing the new version and had a few balance/roadmap questions:
1) Will walled towns eventually have Faction NPC guards? The towns have way too much treasure as is now, they are basically several dungeons worth with no danger. On a similar note, will NPCs ever be aware of chests being looted in their assigned area?
2) Will Factions NPCs restock strongholds over time if they lose members due to attrition?
3) Will Factions be able to take proactive actions? I.E. Send an invasion force against hostile factions/players?
I have a tower containing some archers, a townhall stocked with food, and a cleric for revivals. I want to make this tower self-sufficient so when an archer dies, he'll get reequipped with his leather armor and bow. Does anyone know how to do this?
Hey goto I am getting alot of instant crashes while creating a new world with this version
at net.shadowmage.ancientwarfare.structure.world_gen.WorldStructureGenerator.getTargetY(WorldStructureGenerator.java:107)
at net.shadowmage.ancientwarfare.structure.world_gen.WorldStructureGenerator.generateAt(WorldStructureGenerator.java:83)
at net.shadowmage.ancientwarfare.structure.world_gen.WorldGenTickHandler.genChunks(WorldGenTickHandler.java:56)
at net.shadowmage.ancientwarfare.structure.world_gen.WorldGenTickHandler.serverTick(WorldGenTickHandler.java:47)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_136_WorldGenTickHandler_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:247)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:590)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
This is a great mod definitely makes the world feel more alive I've added it to solitarycraft plays quite nicely works as a great place to begin then you can get into technical automation and wahtnot.
I am so looking forward to this. My kids and I got into AW2 at 1.7.10 and then found your 1.6.4 stuff so we are happily waiting for your pack to restart our server with!
Has anyone made any compatibility patches to allow you to grow other mods crops. It would be pretty cool if it could handle the crops from harvestcraft and whatnot.
Bags stacked and everything inside them duplikated. Correct please P.S Sorry for my English.
I just recently discovered AW from a friend loading it into a personal pack and I LOVE IT! I added it to my servers new modpack and I have explored quite a bit but have only seen the one medium tier structure (I swear I saw a cylinder one at one point, but it seems to have vanished =/).
I also love many of the ones I see mohawky posting screenshots of awesome structures (I tried searching the thread but can't seem to find a link), is there a place I can download these structures and add them to my server before my players start generating too much of the map, as we just reset everything yesterday.
Are you working on the vehicle module? if so, release a dev build as soon as possible, I can't wait to reduce a structure to rubble in seconds!
Well I did read that you plan to release a large amount of your structures at a not to be known date currently, but I am asking about previous ones as at one point in the original AW there was a test patch with your structures. Like I also found a post from the original dev and they mentioned a link to your structures yet that link never cropped up without having to sift through more than the 50 pages I already had. Maybe next time you could work on your condescending attitude.
Hello,
I didnt know if this was asked before and couldn't find it, (or it was in my face and i missed it)
What file does the mod save the warehouse data to?
I did an upgrade of some mods on my linux server and the warehouse lost most (almost all) of its items.
I wanted to make sure the file that has the warehouse stock in it gets backed up or I can grab the warehouse data from a previous save.
Thank you so much for your time!
Goto,
Thank you TONS for taking over the care for this mod. It is a worthy effort!
This is one awesome mod
I'm new to the mod and I can't even figure out how to get food rations I used commands to get them but now the NPCs are hungry. I set an upkeep point with my baton but how do I actually feed them?
Wow. We had Ancient Warfare in our modpack some time ago for a long while, but it eventually got removed basically just due to not being quite ready. The factions and world generation that you've (MohawkyMagoo) modified looks amazing, and I am VERY excited to try it out whenever you are finished! I know its not 'your' mod or anything like that, but I would love to ask about permissions for your modifications/factions/world generation anyways, just to make sure. May I include Mohawky's AW2 pack in my modpack when/if it is ready? I don't wanna spam links or advertise the modpack, but its based around war,tech, and magic. Ancient Warfare was a big part of what made the 'war' aspect unique for us, and even merged war with tech as well, which was perfect
Thank you for the amazing work, and for your time
After some work, and some shifting through Ancient Warfare's Jar, i have made this First Draft of a Tech Tree for all the Technologies
Its a first try and this sort of thing, and not very organized... Please give responses on how to fix?
Notes: Black is research that actually do things in the game right now, Red is for researches that will unlock things when the Mod updates
I have to say I am really impressed by the features in this mod, I am surprised this isn't/wasn't in more mod packs as its got some fairly nice features. The "Storage" alone is like an "early game" version of Applied Energistics..
I only checked this out on a lark.. the name "Ancient Warfare" does really describe this mod IMO. Perhaps a name change might get it some more recognition? Though I have no idea what I would have called it... Perhaps "Mastery"???
Howcome Ancient Warfare 1.7.10 doesn't have any siege weapons???
APOLLO CITY - v1.1 download
I've been playing the new version and had a few balance/roadmap questions:
1) Will walled towns eventually have Faction NPC guards? The towns have way too much treasure as is now, they are basically several dungeons worth with no danger. On a similar note, will NPCs ever be aware of chests being looted in their assigned area?
2) Will Factions NPCs restock strongholds over time if they lose members due to attrition?
3) Will Factions be able to take proactive actions? I.E. Send an invasion force against hostile factions/players?
Is there any siege weapon in this mod?
Mohawky, halp!
Got a crash after editing structures config
http://paste.ee/p/G3Sqj