I'm getting frustrated at my Farmer for being completly stupid and refusing to work on my farm, I have researched all of the correct things in order to make the farm and the farmer, and still he refuses to harvest any wheat.
Do these mods cause the error?
BuildCraft
NEI
Compact Solars (Industriacraft Plugin)
Ender IO
industrialcraft-2_2.0.282-experimental
X-ray Mod (forge)
Transducers (IC2 and BC energy Converter)
EDIT: Most other NPCs are working fine
BTW: EPIC MOD
I'm getting frustrated at my Farmer for being completly stupid and refusing to work on my farm, I have researched all of the correct things in order to make the farm and the farmer, and still he refuses to harvest any wheat.
Do these mods cause the error?
BuildCraft
NEI
Compact Solars (Industriacraft Plugin)
Ender IO
industrialcraft-2_2.0.282-experimental
X-ray Mod (forge)
Transducers (IC2 and BC energy Converter)
EDIT: Most other NPCs are working fine
BTW: EPIC MOD
Try Shift left clicking so the work area is at least one block tall when you are laying out boundary of farm. I use all of those plus 80 or 90 more and have no issues.
Try Shift left clicking so the work area is at least one block tall when you are laying out boundary of farm. I use all of those plus 80 or 90 more and have no issues.
Had to figure out that you meant to include the plant blocks
my drafting table only has the village buildings and i cant even build those and i have gone through all the research options how do i get the other buildings for the drafting table?
ALSO: clicking the start button on the drafting table with no structure selected crashes the game
I am having the same problem! This is a very awesome mod but the awesomeness stops when I don't have access to the other buildings. Can somebody please tell me what is wrong?
Also, is it possible to kill chest generation of research/vehicles?
On a related note, I'd like to build a server where you obtain research solely through NPC quests/purchase from shops; is it possible to disable the research table/manual research?
That sounds awesome Shadowmage4513. It was actually the civillians I was thinking of so the farmers dont all look the same. The soldiers especially wearing armour would be a lot more ok to be uniform (ho ho) I think but supporting mod added armour and allowing the armour to be given and used rather than being rolled into the cost of the recruitment scroll sounds a lot more flexible (and appealing).
If all the AW "people" can wear armour thats great too, as one can at least vary their look a bit.
EDIT i would hope the soldiers would be more expensive after removing the mats from their recipe.
I hear what your saying on weapons.
Just a suggestion, but you could consider mine and blade compatability (I know im taking the ). It only adds a few weapons but best of all shields, and allows the use of weapon+shield simoultaneously. Its open source I beleive and the author has described their being an API of sorts.
Have I mentioned cavalry ? Mine and blade has a spear and an awesome screenshot of a mounted spearman wielding a shield. (just slap me).
Other mod integration -- not likely. Far too complicated for what it would bring. Really -- go ahead and try making a mod with integration from another mod..and you'll see what I mean. Every step from the environment setup to recompilation becomes extremely complicated and error prone -- and that is when everything is working properly (which it most often is not...). This is part of the reason there is no NEI plugin for 1.6.4 -- the setup and maintenance time is more than the time I can dedicate to the mod at the moment.
Player configurable skins for civilians -- possible, but again, not likely. The problem stems from sending the art files back and forth -- one player would have skin_custom_miner_1.png, another skin_custom_lumberjack_3.png...but neither player would see the custom skin for the other (would show up as missing texture/default texture), unless I put into place mechanisms for sending the .png files back and forth from client-> server ->other clients --- which opens up exploitable issues. I _may_ consider including multiple default skins to choose from at some point (still far more of a PITA than it is worth though), but doing a player-driven system is not likely to happen. The other option is a central skin-server to that players can upload to, and designate the skin from the server in-game -- but I have neither the time nor financial backing to setup a permanent server for such a purpose.
Allow Users to add buildings(schematics) that this mod can generate on it's table. This might require a converter site or ingame GUI.
There is already a mechanism in place to do this -- use the creative mode scanner item, scan your building, export it, flag it for survival mode, and done--you can now build that buiding in the drafting station.
If you are referring to MCEdit schematics -- No, I will not be adding support for someone elses binary format.
Also, is it possible to kill chest generation of research/vehicles?
On a related note, I'd like to build a server where you obtain research solely through NPC quests/purchase from shops; is it possible to disable the research table/manual research?
Chest vehicle generation, yes can be disabled. Chest research generation, cannot be disabled.
There are currently no plans to add such a mechanism -- the research table is supposed to be the heart of the system. Feel free to not use if it you don't want to, but you won't likely find research notes on any villagers.
Your "classic mine" ends up missing quite a bit of ores.
Is that expected, or would you like me to gather more information?
Yes, it is supposed to leave some ore. It is _much_ faster than a quarry, but not perfect (I could have easily made it just suck the all the ores out). Basically, you are trading speed for efficiency -- but at least it leaves a nice mine-area that you can go and pick through fairly fast to get out the last remaining bits.
I am having the same problem! This is a very awesome mod but the awesomeness stops when I don't have access to the other buildings. Can somebody please tell me what is wrong?
I should have these issues resolved with this weekends patch. HOWEVER -- I need more information to track down what is going on, as I can never duplicate the issue during testing (it always works for me, 100% of the time...in creative, survival...w/e).
A. Survival/creative mode?
B. Cheats enabled/disabled?
C. Server / Local ?
D. Op/ Non-Op?
I think part of the problem is related to edit priviledge authorization. Essentially when I'm testing, I start in creative mode (cheats automatically enabled, have OP status), and then set myself to survival mode after I spawn the items to test. I'm thinking the fact that I am auto-OP'd and have cheats enabled from starting in creative mode (even though I switch to survival) is what is allowing it to always work when i test.
Can someone verify this? Try starting a game in creative, switching to survival, and testing the item. Start another game in survival mode without cheats enabled, and try testing the item. (essentially its the 2nd one I have problems testing...I don't have hours to sit around trying to get the resources/crap to build the item...)
Quite a few, in fact, do. I've not seen any that add weapons that don't use the system. Since weapon damage is added as an attribute bonus and is indicated in the lore of all of the weapons I've encountered. Balkon's Weapon Mod, Mine and Blade, Metallurgy 3, Thaumcraft 4, Ars Magica 2 all use attributes for their weapon damage. Some also include speed modifiers for the weight of worn armor.
Was messing around with NBTedit and Ancient Warfare NPCs just for SnG:
I believe there might be an issue with the current implementation of weapons and NPCs. The NPCs have incredibly short reach, allowing any player to simply beat them to death easily, like a really tall kid grabbing a a little kid by the head while he swings helplessly. If you look at Minecraft Comes Alive, the NPCs in that mod are VERY aggressive and they will jump at you as well as attack. I believe reach is now a handled modifier for weapons so perhaps Ancient Warfare NPCs don't have the reach they would have in earlier versions as 1.6 handles reach differently.
A likely issue with modifiable weapons would be modded ranged weapons. Likely they simply wouldn't be handled easily. It would be interesting to have implementation of weapons like crossbows and muskets from Balkon's Weapon Mod though.
I doubt the reach thing is MC/attribute related, as I have custom-coded all of my attack/damage algorithms. I believe the 'reach' of an NPC as I have them coded is 1.1*(1/2*npcWidth + 1/2*targetWidth) OR 4 blocks from NPC center...whichever is longer.
I will investigate though, however my goal is to keep them 'believable', and not have ridiculously long reach that I've seen on some mobs (where they hit you long before you are in range to hit them). Something might have changed in 1.6+ to effect this, so I will take a look into it, and see what I can see.
Is there a way to activate hand-cranked engines without having buildcraft installed? It is SO much cooler having your ender IO and dartcraft machines run by a team of workers than by magical energy boxes, but I don't want the worldgen, NEI overload, and lagitus of Buildcraft.
Not currently, nor I doubt it would ever work. Most of those machines require the BC API in order to function, as do my hand-cranked engines/etc. Without the BC API, neither the machine nor my engines would work. The only alternative would be if the machine-adding mod had added a secondary energy API (such as IC2, UE), which would also require me to add and support that second API (which I am probably not doing anytime soon).
There's a Twilight Forest "Ball & Chain goblin", and the Lord of the RIngs has "Sauron [Unfinished]"
Thanks for the reply, I will investigate the special character handling and see whats up.
I'm still trying to think of a better way to implement the aggro system -- trying to think of an in-game method for admins/ops to be able to adjust them through GUI/etc. Also still debating whether I should include a per-entity aggro system, so you could specify particular NPCs to have special aggro rules.
Here is the first part of my mod spotlight. I tried to cover questions that I had and figured out sbout NPC's civics and structures. The second part will cover the actual warfare and such still learning the ins and out of that.
Feel free to add to the OPS if you think it rates it.
Thanks
Spidey1958
Thanks for the video :). I'll link it into the OP and wiki shortly.
Hey, while I was playing I noticed a bug. I don't know if you already know about it but the item:
Creative Builder Instant, item #:24262.
Whenever I start a world on creative, that item doesn't respond, however if I start a world on survival it works just fine.
Just letting you know.
And this is for version 1.6.4.
Thanks for the report. Hopefully I'll have time this weekend to sit down and finally sort out the interaction issues for the structure building items.Someone had asked about hand-feeding NPCs -- There is currently not a system in place to do so directly from the player, however you can link their upkeep point to a chest-cart or chest-minecart, and have them get their food from there. I may make it an option so you can interact/feed rations directly to them, would just need to find a clean way to set it up.
Also...Horses. I haven't forgotten about them, and still plan on creating at least a couple of mounted soldier types (melee, archer), and possibly a mounted courier as well. Just that silly lack of time bit standing in my way.
It appears MCPC+ corrupts the NBT data from NPC spawning items. There error: [SEVERE] Npc spawner item was missing NBT data, something may have corrupted this item.
I have no other mods loaded currently only the server to test if it was a conflict and the error still occurs. Works in SSP but not when I log into my MCPC test server. The lore on the spawner item also indicates that it is missing NBT data.
Upon further testing, it seems that spawner items pulled directly from the creative menu do not scrub the data. So it's not a serious problem. I will forward the issue to the MCPC+ Github.
A: I do not support MCPC or bukkit.
B: Any npc/gate/vehicle spawner item not acquired through legitimate means (i.e. creative menu or crafting table) will likely exhibit such an error. These items rely on additional NBT data which I set in the creative tab and at crafting time through the table, without this data the item does not know which NPC/vehicle/gate to spawn. Not too much I can do about this, unless I moved to a one item id per NPC/vehicle/etc...which means I would end up using something like 400+ item IDs (not catastrophic when there are 32,000 ids to choose from, but would be a major headache in the config file).
Thanks for the report, please let me know if you run into any non MCPC/bukkit related issues, and I will see what I can do to track them down.
B: Any npc/gate/vehicle spawner item not acquired through legitimate means (i.e. creative menu or crafting table) will likely exhibit such an error. These items rely on additional NBT data which I set in the creative tab and at crafting time through the table, without this data the item does not know which NPC/vehicle/gate to spawn. Not too much I can do about this, unless I moved to a one item id per NPC/vehicle/etc...which means I would end up using something like 400+ item IDs (not catastrophic when there are 32,000 ids to choose from, but would be a major headache in the config file).
Thanks for the report, please let me know if you run into any non MCPC/bukkit related issues, and I will see what I can do to track them down.
Yeah, I had assumed from the start that you weren't supporting MCPC. I've not encountered any significant issues with it and your explanation leads to MCPC not really being the problem at all. Either way, MCPC shouldn't be having too many problems this far along and I've found very few mods that cause any problems.
As for Ids, it's looking like that won't be an issue in the future, as it appears objects are moving toward namespaces in future minecraft versions, any movement in the direction of changing IDs would be a colossal waste of time on your part in light of these developments.
In truth, I haven't encountered any other problems with MCPC. I've been in contact with the current developer of MyTown, (a bukkit-like regional protection forge mod) Legobear154. We were discussing the idea of municipal/national Ancient Warfare NPCs through the use of NBT edits. I've experimented with using In-game NBT edit to change both my and NPC's team tags to a number not used in the range of current AW teams. The NPCs I edited worked flawlessly as they would normally, which leads me to believe the team number limitation is a result of an aesthetic and GUI issue, rather than a raw number issue. We discussed a means of making MyTown play nice with AW. The general idea was to build towns/nations into an numbered index then adding 17 to skip default teams and bandits and then using NBT edits to change the team tag for players that join/leave the town/nation to that of the index. From the outside, it appears like a solid concept but details might prove otherwise.
The major issue I've thought about is that teams might store their alliance data internally and not directly accessible without a hook of some kind. He (Legobear) noted that he might be able write a hook himself, but help on your end would greatly accelerate the process. You remember earlier how we discussed hooking into Factions? This is quite similar to that, only a lot less complicated. MyTown is a Forge mod so it would be much easier to work with than a Bukkit plugin and expand the team system to work on forge mod servers with large playerbases. This would also save the effort of having to write team chat, tiered team-access (mytown perms would control right-click access to team blocks on a rank or player-to-player basis) and player invitation/removal. It could really split your future workload if the two mods could work directly together in an efficient manner. An API to control team alliances seems like the simplest way to marry the two systems together.
If it helps, Legobear154 was very enthusiastic about the idea and we feel it could be a step in the right direction towards correcting some of the biggest problems with territorial PVP on Minecraft servers by allowing players to have NPCs guard their homes while they're not around. Normally territorial PVP is a waiting game, where enemies wait for others to log-off and then use exploits to get into their homes (any server with block protection, anyway) or simply steal everything. Bringing team-based block permissions together with balanced, customizable NPCs and engines of war unlocks so much potential for PVP in Minecraft, it's exciting, to be honest. Thanks for your consideration and keep up the good work. Not kidding when I say this mod has revolutionary potential for Minecraft
Could there be some more detailed information on Civs? and how to actually use them? Part of the greatness of this mod is creating a whole flowing village, but I can't seem to understand how to get the civs to work. Farmers don't farm, lumberjacks don't cut down trees... are these still in development? I have managed to get a fish farm working, but that is all. The wiki has no information on these things yet.
I figured out the problem.
The issue I was having was placing the bounds at the 'bottom' of the block (which is when you are placing a civ, you selected the first boundary point and then the second. During this process if you hold shift and left click, you place your boundary on TOP of the block you are pointing at. If you simply Left Click, it will be on the bottom of the block you are pointing at.)
So I was placing the bounds on the bottom of the block, and trying to have the npcs plant in an impossible place.
Discovered this mod this week and it is now by far my favorite mod! Really interested in the structure system and using it for world gen. Could you update the wiki page more for the structures more? I've gotten a structure to scan and spawn via world generation, but I'm really interested in all the advanced features hinted at on the wiki page and the world gen settings.
Also, how can we help you with this amazing mod? Do you still need testing for the structure issue?
Hello ShadowMage, Loving the mod keep up the great work!
I'm actually going to put this on my server soon for a PVP game style we call Tribes. This mod will be excellent for that type of game. We also will be using factions for its ability to claim land. Your mod Works great with factions because it gives players the ability to attack someone else lands without having to use the same old TNT cannon.
I'll be posting some Youtube videos of the game play too.
I'm on the same server as Czarified (Post above) and I also would love to know more about the World Generation Settings. I've been playing around with the configs and have been able to extract some knowledge about it but unfortunately they are mostly guesses to what its doing in the background.
Any information you could make public about the config would be great.
We'd like to make our world have custom forts & castles for our players to go find & conquer but need to know more about the Weight & Value settings in the config along with the special settings at the top that appear to control how often the structures spawn.
The goal is to make some of these structures highly rare (3-4 per world) and others very common ( every few chunks ?) if possible.
I'll also agree with the other poster that said "This is revolutionary for Minecraft" !!!
I have a problem with the creative mode instant building spawners because when I right click, nothing happens. In the description it says right click to open the GUI, but nothing happens when I right click with the spawner in my hand.
Do I have to do something before it can work or do I need cheats enabled etc.?
Do these mods cause the error?
BuildCraft
NEI
Compact Solars (Industriacraft Plugin)
Ender IO
industrialcraft-2_2.0.282-experimental
X-ray Mod (forge)
Transducers (IC2 and BC energy Converter)
EDIT: Most other NPCs are working fine
BTW: EPIC MOD
AND YOU SHOULD TOO!
Try Shift left clicking so the work area is at least one block tall when you are laying out boundary of farm. I use all of those plus 80 or 90 more and have no issues.
Had to figure out that you meant to include the plant blocks
IT WORKS
THANK YOU!!!!
AND YOU SHOULD TOO!
I'm PM'ing you the details.
I am having the same problem! This is a very awesome mod but the awesomeness stops when I don't have access to the other buildings. Can somebody please tell me what is wrong?
Is that expected, or would you like me to gather more information?
On a related note, I'd like to build a server where you obtain research solely through NPC quests/purchase from shops; is it possible to disable the research table/manual research?
Other mod integration -- not likely. Far too complicated for what it would bring. Really -- go ahead and try making a mod with integration from another mod..and you'll see what I mean. Every step from the environment setup to recompilation becomes extremely complicated and error prone -- and that is when everything is working properly (which it most often is not...). This is part of the reason there is no NEI plugin for 1.6.4 -- the setup and maintenance time is more than the time I can dedicate to the mod at the moment.
Player configurable skins for civilians -- possible, but again, not likely. The problem stems from sending the art files back and forth -- one player would have skin_custom_miner_1.png, another skin_custom_lumberjack_3.png...but neither player would see the custom skin for the other (would show up as missing texture/default texture), unless I put into place mechanisms for sending the .png files back and forth from client-> server ->other clients --- which opens up exploitable issues. I _may_ consider including multiple default skins to choose from at some point (still far more of a PITA than it is worth though), but doing a player-driven system is not likely to happen. The other option is a central skin-server to that players can upload to, and designate the skin from the server in-game -- but I have neither the time nor financial backing to setup a permanent server for such a purpose.
There is already a mechanism in place to do this -- use the creative mode scanner item, scan your building, export it, flag it for survival mode, and done--you can now build that buiding in the drafting station.
If you are referring to MCEdit schematics -- No, I will not be adding support for someone elses binary format.
Chest vehicle generation, yes can be disabled. Chest research generation, cannot be disabled.
There are currently no plans to add such a mechanism -- the research table is supposed to be the heart of the system. Feel free to not use if it you don't want to, but you won't likely find research notes on any villagers.
Yes, it is supposed to leave some ore. It is _much_ faster than a quarry, but not perfect (I could have easily made it just suck the all the ores out). Basically, you are trading speed for efficiency -- but at least it leaves a nice mine-area that you can go and pick through fairly fast to get out the last remaining bits.
I should have these issues resolved with this weekends patch. HOWEVER -- I need more information to track down what is going on, as I can never duplicate the issue during testing (it always works for me, 100% of the time...in creative, survival...w/e).
A. Survival/creative mode?
B. Cheats enabled/disabled?
C. Server / Local ?
D. Op/ Non-Op?
I think part of the problem is related to edit priviledge authorization. Essentially when I'm testing, I start in creative mode (cheats automatically enabled, have OP status), and then set myself to survival mode after I spawn the items to test. I'm thinking the fact that I am auto-OP'd and have cheats enabled from starting in creative mode (even though I switch to survival) is what is allowing it to always work when i test.
Can someone verify this? Try starting a game in creative, switching to survival, and testing the item. Start another game in survival mode without cheats enabled, and try testing the item. (essentially its the 2nd one I have problems testing...I don't have hours to sit around trying to get the resources/crap to build the item...)
I doubt the reach thing is MC/attribute related, as I have custom-coded all of my attack/damage algorithms. I believe the 'reach' of an NPC as I have them coded is 1.1*(1/2*npcWidth + 1/2*targetWidth) OR 4 blocks from NPC center...whichever is longer.
I will investigate though, however my goal is to keep them 'believable', and not have ridiculously long reach that I've seen on some mobs (where they hit you long before you are in range to hit them). Something might have changed in 1.6+ to effect this, so I will take a look into it, and see what I can see.
Not currently, nor I doubt it would ever work. Most of those machines require the BC API in order to function, as do my hand-cranked engines/etc. Without the BC API, neither the machine nor my engines would work. The only alternative would be if the machine-adding mod had added a secondary energy API (such as IC2, UE), which would also require me to add and support that second API (which I am probably not doing anytime soon).
Thank you for the video(s), much appreciated. The extra publicity is great, and I'm sure many others appreciate the overview and instructions
I will get them linked into the OP and wiki shortly.
Thanks for the reply, I will investigate the special character handling and see whats up.
I'm still trying to think of a better way to implement the aggro system -- trying to think of an in-game method for admins/ops to be able to adjust them through GUI/etc. Also still debating whether I should include a per-entity aggro system, so you could specify particular NPCs to have special aggro rules.
Thanks for the video :). I'll link it into the OP and wiki shortly.
Thanks for the report. Hopefully I'll have time this weekend to sit down and finally sort out the interaction issues for the structure building items.Someone had asked about hand-feeding NPCs -- There is currently not a system in place to do so directly from the player, however you can link their upkeep point to a chest-cart or chest-minecart, and have them get their food from there. I may make it an option so you can interact/feed rations directly to them, would just need to find a clean way to set it up.
Also...Horses. I haven't forgotten about them, and still plan on creating at least a couple of mounted soldier types (melee, archer), and possibly a mounted courier as well. Just that silly lack of time bit standing in my way.
A: I do not support MCPC or bukkit.
B: Any npc/gate/vehicle spawner item not acquired through legitimate means (i.e. creative menu or crafting table) will likely exhibit such an error. These items rely on additional NBT data which I set in the creative tab and at crafting time through the table, without this data the item does not know which NPC/vehicle/gate to spawn. Not too much I can do about this, unless I moved to a one item id per NPC/vehicle/etc...which means I would end up using something like 400+ item IDs (not catastrophic when there are 32,000 ids to choose from, but would be a major headache in the config file).
Thanks for the report, please let me know if you run into any non MCPC/bukkit related issues, and I will see what I can do to track them down.
Yeah, I had assumed from the start that you weren't supporting MCPC. I've not encountered any significant issues with it and your explanation leads to MCPC not really being the problem at all. Either way, MCPC shouldn't be having too many problems this far along and I've found very few mods that cause any problems.
As for Ids, it's looking like that won't be an issue in the future, as it appears objects are moving toward namespaces in future minecraft versions, any movement in the direction of changing IDs would be a colossal waste of time on your part in light of these developments.
In truth, I haven't encountered any other problems with MCPC. I've been in contact with the current developer of MyTown, (a bukkit-like regional protection forge mod) Legobear154. We were discussing the idea of municipal/national Ancient Warfare NPCs through the use of NBT edits. I've experimented with using In-game NBT edit to change both my and NPC's team tags to a number not used in the range of current AW teams. The NPCs I edited worked flawlessly as they would normally, which leads me to believe the team number limitation is a result of an aesthetic and GUI issue, rather than a raw number issue. We discussed a means of making MyTown play nice with AW. The general idea was to build towns/nations into an numbered index then adding 17 to skip default teams and bandits and then using NBT edits to change the team tag for players that join/leave the town/nation to that of the index. From the outside, it appears like a solid concept but details might prove otherwise.
The major issue I've thought about is that teams might store their alliance data internally and not directly accessible without a hook of some kind. He (Legobear) noted that he might be able write a hook himself, but help on your end would greatly accelerate the process. You remember earlier how we discussed hooking into Factions? This is quite similar to that, only a lot less complicated. MyTown is a Forge mod so it would be much easier to work with than a Bukkit plugin and expand the team system to work on forge mod servers with large playerbases. This would also save the effort of having to write team chat, tiered team-access (mytown perms would control right-click access to team blocks on a rank or player-to-player basis) and player invitation/removal. It could really split your future workload if the two mods could work directly together in an efficient manner. An API to control team alliances seems like the simplest way to marry the two systems together.
If it helps, Legobear154 was very enthusiastic about the idea and we feel it could be a step in the right direction towards correcting some of the biggest problems with territorial PVP on Minecraft servers by allowing players to have NPCs guard their homes while they're not around. Normally territorial PVP is a waiting game, where enemies wait for others to log-off and then use exploits to get into their homes (any server with block protection, anyway) or simply steal everything. Bringing team-based block permissions together with balanced, customizable NPCs and engines of war unlocks so much potential for PVP in Minecraft, it's exciting, to be honest. Thanks for your consideration and keep up the good work. Not kidding when I say this mod has revolutionary potential for Minecraft
I figured out the problem.
The issue I was having was placing the bounds at the 'bottom' of the block (which is when you are placing a civ, you selected the first boundary point and then the second. During this process if you hold shift and left click, you place your boundary on TOP of the block you are pointing at. If you simply Left Click, it will be on the bottom of the block you are pointing at.)
So I was placing the bounds on the bottom of the block, and trying to have the npcs plant in an impossible place.
Also, how can we help you with this amazing mod? Do you still need testing for the structure issue?
I'm actually going to put this on my server soon for a PVP game style we call Tribes. This mod will be excellent for that type of game. We also will be using factions for its ability to claim land. Your mod Works great with factions because it gives players the ability to attack someone else lands without having to use the same old TNT cannon.
I'll be posting some Youtube videos of the game play too.
I'm on the same server as Czarified (Post above) and I also would love to know more about the World Generation Settings. I've been playing around with the configs and have been able to extract some knowledge about it but unfortunately they are mostly guesses to what its doing in the background.
Any information you could make public about the config would be great.
We'd like to make our world have custom forts & castles for our players to go find & conquer but need to know more about the Weight & Value settings in the config along with the special settings at the top that appear to control how often the structures spawn.
The goal is to make some of these structures highly rare (3-4 per world) and others very common ( every few chunks ?) if possible.
I'll also agree with the other poster that said "This is revolutionary for Minecraft" !!!
-TechStack
Project Red Dog - Public Minecraft Server owner,
Website: www.ProjectRedDog.com
TechStack
Do I have to do something before it can work or do I need cheats enabled etc.?
PS this mod is awesome!