My NPC's started disappearing in 1.7.10 v2.4.83. They did not die because I checked the town halls and there was no record of their death. 2 farmers and a courier disappeared. The courier disappeared after I spent several hours trying to figure out the routing orders:(
There is a small incompatibly problem with the mod Gany's surface. It does away with the normal fence and so makes certain upgrades impossible to craft.
I was messing around in a creative superflat world testing out various ideas and making sure they would work. This time I was testing ideas for handling the town hall block (because I'm playing a city building challenge and just having a random block in the middle of nowhere is weird), so I spawned in a worker and gave him some work to do (farming) and a name - Fred.
I repacked him a couple of times because I wanted to make sure that when he went to "home" he was going into an actual shelter.
All of a sudden, Fred shows me a skill that wasn't part of his resume.
Exact cloning.
I should mention that I was increasing the work load on him quite a bit (and for my own amusement) just to see what he would do. When I set the time to night he proceeded to do as expected and go into the building. However, after that he decided to clone himself twice.
Any attempt to despawn any of the Freds by packing them up just spawns more even if I managed to pack all three of them up.
What happened? How do I prevent this? Why did he spawn clones of himself? Why won't they despawn?
Any help is appreciated. Thanks!!
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I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Just a quick little thing, I love this mod and all of its content but i think sooner rather then later you should work on the seafaring and flight, just encouraging you to bump it up on your list to do, nothing else i just thought the naval warfare and seafaring and flight sound AWESOME!
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Hello, first of all this mod is amazing, second of all this is not a request just simply a question:). Is there a way to make a combat npc "attack" or break a block you specify? I am trying to make it so that if i am attacking a person (human) and the person i am attacking has a wall, i think it would be pretty cool to see the combat npc's ether break the wall themselves or have me specify the block i want them to break to get in the wall / city. Is this possible, and would you consider adding this feature?
I was messing around in a creative superflat world testing out various ideas and making sure they would work. This time I was testing ideas for handling the town hall block (because I'm playing a city building challenge and just having a random block in the middle of nowhere is weird), so I spawned in a worker and gave him some work to do (farming) and a name - Fred.
I repacked him a couple of times because I wanted to make sure that when he went to "home" he was going into an actual shelter.
All of a sudden, Fred shows me a skill that wasn't part of his resume.
Exact cloning.
I should mention that I was increasing the work load on him quite a bit (and for my own amusement) just to see what he would do. When I set the time to night he proceeded to do as expected and go into the building. However, after that he decided to clone himself twice.
Any attempt to despawn any of the Freds by packing them up just spawns more even if I managed to pack all three of them up.
What happened? How do I prevent this? Why did he spawn clones of himself? Why won't they despawn?
Modpacks:
Ancient Warfare may be freely included in any mod-packs and redistributed without explicit permission. If you do contact me for permission and I don't respond, you may use this statement as permission if you really desire it.
Trying Ancient Warfare 107 build again for the first time since 083.
I cannot get the worldgen structure builder or the instant town builder item to do anything. I can select a structure by right-clicking the worldgen item, but no combination of keypresses in creative or survival do anything.
Z, alt-z, shift/ctrl/alt right-clicking, nothing every places a structure.
I read in this thread to add a dimension to a templates whitelist but i can't seem to figure out how to had a dimension to the default structures whitelist. What im trying to do is prevent the default ancient warfare structures from spawning in aroma1997's mining world.
Also, if you add a dimension to the whitelist will it only spawn in that dimension or is it only giving it the "ok" to spawn in that dimension?
Not the best thing in the world, but it might work for you...also, Invention to Engineering to Construction
also, im pretty sure the Research Book already does that, when you hold it in your hand and look at the researches, it should tell you what you get from it
There is a bug in the version I got. I researched everything but construction doesn't appear. I had to spawn in a gate and throw the materials in lava.
I've also tried out couriers- they don't work. No matter what I put in the route order, they won't deposit anything, and often won't pick things up. I'm not even working with warehouses, either.
EDIT: I might have researched it without realizing it. Still having trouble with couriers though.
I would recommend downloading and reading the user guide, before you start claiming bugs in the mod.
If you have the latest version from CurseForge, and read about couriers, it should work
Also, on a side note, mainly use Take Matching and Deposit Matching, also, make sure you know how the sides of inventory blocks work, as that is very important
Is there anyway to reduce the number of items a player is allowed to craft with the storage crafting system? People are able to craft 1000 items at one time and its freezing up the server
Ok, now I get it.
Thanks for the help
My NPC's started disappearing in 1.7.10 v2.4.83. They did not die because I checked the town halls and there was no record of their death. 2 farmers and a courier disappeared. The courier disappeared after I spent several hours trying to figure out the routing orders:(
There is a small incompatibly problem with the mod Gany's surface. It does away with the normal fence and so makes certain upgrades impossible to craft.
Uh. I have a mess.
Not a problem, a mess.
I was messing around in a creative superflat world testing out various ideas and making sure they would work. This time I was testing ideas for handling the town hall block (because I'm playing a city building challenge and just having a random block in the middle of nowhere is weird), so I spawned in a worker and gave him some work to do (farming) and a name - Fred.
I repacked him a couple of times because I wanted to make sure that when he went to "home" he was going into an actual shelter.
All of a sudden, Fred shows me a skill that wasn't part of his resume.
Exact cloning.
I should mention that I was increasing the work load on him quite a bit (and for my own amusement) just to see what he would do. When I set the time to night he proceeded to do as expected and go into the building. However, after that he decided to clone himself twice.
Any attempt to despawn any of the Freds by packing them up just spawns more even if I managed to pack all three of them up.
What happened? How do I prevent this? Why did he spawn clones of himself? Why won't they despawn?
Any help is appreciated. Thanks!!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Just a quick little thing, I love this mod and all of its content but i think sooner rather then later you should work on the seafaring and flight, just encouraging you to bump it up on your list to do, nothing else i just thought the naval warfare and seafaring and flight sound AWESOME!
Hello, first of all this mod is amazing, second of all this is not a request just simply a question:). Is there a way to make a combat npc "attack" or break a block you specify? I am trying to make it so that if i am attacking a person (human) and the person i am attacking has a wall, i think it would be pretty cool to see the combat npc's ether break the wall themselves or have me specify the block i want them to break to get in the wall / city. Is this possible, and would you consider adding this feature?
[PAIN IS TEMPORARY] [ARMY STRONG] [GYM-TAN-LAX]
Yeah the same thing happened to me.
Crash fixes everywhere
CORE
Automation
Npc
Structure
As always, "full" version and changes are on CurseForge.
I just read the "cloning" bug. Will investigate.
Thank you!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Apparently the curse button does not update.
But the curse page does. *shrugs*
The latest version is on the "recent files" list.
Yeah because of this I was using an out of date release.
May I use this mod in my public mudpack?
Bro. Just read the freaking OP.
It's not that hard.
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Trying Ancient Warfare 107 build again for the first time since 083.
I cannot get the worldgen structure builder or the instant town builder item to do anything. I can select a structure by right-clicking the worldgen item, but no combination of keypresses in creative or survival do anything.
Z, alt-z, shift/ctrl/alt right-clicking, nothing every places a structure.
Also, my export and included folders are empty under config/ancientwarfare/structures.
Was this supposed to be a town?
I read in this thread to add a dimension to a templates whitelist but i can't seem to figure out how to had a dimension to the default structures whitelist. What im trying to do is prevent the default ancient warfare structures from spawning in aroma1997's mining world.
Also, if you add a dimension to the whitelist will it only spawn in that dimension or is it only giving it the "ok" to spawn in that dimension?
What is the required research for Construction? I've researched about a dozen technologies but construction never appears in my learnable techs.
We could really go for a research tree.
Also, you could civ up the mod and every time you research something it displays the GUI that shows what you can build with it.
Not the best thing in the world, but it might work for you...also, Invention to Engineering to Construction
also, im pretty sure the Research Book already does that, when you hold it in your hand and look at the researches, it should tell you what you get from it
There is a bug in the version I got. I researched everything but construction doesn't appear. I had to spawn in a gate and throw the materials in lava.
I've also tried out couriers- they don't work. No matter what I put in the route order, they won't deposit anything, and often won't pick things up. I'm not even working with warehouses, either.
EDIT: I might have researched it without realizing it. Still having trouble with couriers though.
I would recommend downloading and reading the user guide, before you start claiming bugs in the mod.
If you have the latest version from CurseForge, and read about couriers, it should work
Also, on a side note, mainly use Take Matching and Deposit Matching, also, make sure you know how the sides of inventory blocks work, as that is very important
Is there anyway to reduce the number of items a player is allowed to craft with the storage crafting system? People are able to craft 1000 items at one time and its freezing up the server