Ok, i'm not sure if this is a glitch or not, but with the spawner job I'm trying to make a person who can spawn instantly spawn combat units to fight mobs. Currently I want them to help fight the Invasion mod's mobs (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2235041-invasion-mod-so-you-think-your-base-is-tough), but the spawner man can't spawn men without attacking (or something else that I don't know), but the spawner man will not attack any mobs unless he is attacked. But he is not attacked by invasion mod mobs, only normal vanilla mobs. I've set him to "Defend other faction members", but he will still not help out. Any help please, I'm just trying to find a way to quickly add in multiple npcs at once. Sorry for the long explanation.
Ok, i'm not sure if this is a glitch or not, but with the spawner job I'm trying to make a person who can spawn instantly spawn combat units to fight mobs. Currently I want them to help fight the Invasion mod's mobs (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2235041-invasion-mod-so-you-think-your-base-is-tough), but the spawner man can't spawn men without attacking (or something else that I don't know), but the spawner man will not attack any mobs unless he is attacked. But he is not attacked by invasion mod mobs, only normal vanilla mobs. I've set him to "Defend other faction members", but he will still not help out. Any help please, I'm just trying to find a way to quickly add in multiple npcs at once. Sorry for the long explanation.
You could set the NPC's faction to be attacked by mobs, it could make them aggro on them. Or, you could pair your spawner NPC up with a guard, who will attack the invasion mobs, possibly getting attacked back which would trigger the spawners defending of faction members, thus making them spawn stuff.
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
I keep getting this error on 1.7.10 using the newest version of CustomNPCs (1.7.10c_test). I've gotten this error on previous versions of it too though. It happens when I walk around on the map for a while. Eventually, when some mobs spawn, it'll crash. I think the most alarming thing in the log is the spider entity on the map with the name "Bob McErsheep" or whatever at the time of the crash. Any idea on how to fix this without wiping out mods? I've tried tweaking the unique ID config, the start ID value, you name it.
Hmm, you may use command blocks to spawn mobs instead and set them lack of respawn.
[/noppes clone Spawn <name> <tab> [[world:]x,y,z] [newname]]
Once boss is done u just clear command block by command on QuestComplete
Also, cauldron-style commands, aswell as 1.8 commands seem to remove npcs, ignoring respawn capacity. Thanks for the reply mate Could it be done so they respawn as usual again, when the boss is back up? I guess I better start learning how to use command blocks
Any tipp how i can Merge the MCDaily repeatable option with a dialog? To the dialog only is chooseable when the Quest is able?
Trying to think of a way is breaking my head, but I may have found a work around.
If you want a quest that is repeatable daily, with an appearing and disappearing dialogue to activate it, this should work.
Try making a quest that acts as a base. This base quest will have no quest-log or completion text, and set to instant complete. You want to have the start dialogue give it, and the dialogue that gives you the new quest complete it. Set your dialogue to be available when this quest is active, and set this base quest to be available daily.
Because it has no completion text and completes instantly after you exit the dialogue, no one should ever see it, or notice actually completing it, unless, they open their quest log before getting the new quest. You disguise it as a pointer to that person though by only adding questlog text.
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
I'm not sure if this has already been asked, but I was wondering if there was a way to make it so it's not just custom NPCs that you could edit, but custom blocks as well, being able to change their skins and maybe add some effects or stats to them that would make sense for a block/item. Maybe this isn't possible, or maybe it's something you could think about adding to the mod. I know I would really love it. To be able to customize and edit block and items. The idea came to me while I was messing around with the texture pack, Conquest. It has all those metadatas that can be changed to make the block look like something else.
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Heya Noppes, have a crash report, think I know the cause, but figured you would be much more familiar with your own mod and may be able to give me a specific reason rather than my generalities:
Also, I think you missed my earlier response, yes I have the config set to allow op commands but still seems to have issues with performing these on servers. Could it be something related to say forgeessentials and the way it handles commands and perms?
I've got a small handful of bugs for the 1.8.0 alpha and a crash report for you Noppes.
- I encountered an odd bug when creating two NPC close to each other. After the first NPC has been made, I created the second one and started to edit it. Once I exited the menu, both NPC's had the same name displaying above their head (the auto gen name from the second one) Their faction also copies
- When trying to select a sound for an NPC, none of the folders can be explored
- NPC can't walk through other dead NPC's
- NPC world lines aren't said, unless the timer is bugged?
- There is no NPC display in the inventory box/tab
- The dodge tactic doesn't seem to working like it should, the NPC seems to be rather stupid. Before they ran around a lot more
- Crashed for an unknown reason (Report 1)
Report 1
---- Minecraft Crash Report ----
// But it works on my machine.
Time: 1/25/15 1:54 PM
Description: Exception in server tick loop
io.netty.handler.codec.EncoderException: java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Integer
at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:107)
at io.netty.handler.codec.MessageToMessageCodec.write(MessageToMessageCodec.java:116)
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:645)
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:699)
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:638)
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:627)
at io.netty.channel.DefaultChannelPipeline.write(DefaultChannelPipeline.java:878)
at io.netty.channel.AbstractChannel.write(AbstractChannel.java:230)
at io.netty.channel.embedded.EmbeddedChannel.writeOutbound(EmbeddedChannel.java:195)
at net.minecraftforge.fml.common.network.FMLEmbeddedChannel.generatePacketFrom(FMLEmbeddedChannel.java:50)
at net.minecraftforge.fml.common.network.internal.FMLNetworkHandler.getEntitySpawningPacket(FMLNetworkHandler.java:127)
at net.minecraft.entity.EntityTrackerEntry.func_151260_c(EntityTrackerEntry.java:487)
at net.minecraft.entity.EntityTrackerEntry.func_73117_b(EntityTrackerEntry.java:361)
at net.minecraft.entity.EntityTracker.func_72788_a(EntityTracker.java:290)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:715)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:164)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Integer
at net.minecraft.entity.DataWatcher.func_151510_a(SourceFile:235)
at net.minecraft.entity.DataWatcher.func_151509_a(SourceFile:198)
at net.minecraftforge.fml.common.network.internal.FMLMessage$EntitySpawnMessage.toBytes(FMLMessage.java:197)
at net.minecraftforge.fml.common.network.internal.FMLRuntimeCodec.encodeInto(FMLRuntimeCodec.java:24)
at net.minecraftforge.fml.common.network.internal.FMLRuntimeCodec.encodeInto(FMLRuntimeCodec.java:13)
at net.minecraftforge.fml.common.network.FMLIndexedMessageToMessageCodec.encode(FMLIndexedMessageToMessageCodec.java:55)
at io.netty.handler.codec.MessageToMessageCodec$1.encode(MessageToMessageCodec.java:67)
at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:89)
... 18 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 690569496 bytes (658 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1024M -Xms1024M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.14.1281 Minecraft Forge 11.14.0.1281 5 mods loaded, 5 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{8.0.14.1281} [Forge Mod Loader] (forge-1.8-11.14.0.1281-1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{11.14.0.1281} [Minecraft Forge] (forge-1.8-11.14.0.1281-1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
customnpcs{1.8.0_alpha} [CustomNpcs] (CustomNPCs_1.8.0_alpha.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
moreplayermodels{1.7.10c} [MorePlayerModels] (MorePlayerModels_1.8.0_beta.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Player Count: 1 / 8; [EntityPlayerMP['tobbiusness'/2, l='New', x=1169.65, y=5.04, z=-683.88]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
I'm not sure if this has already been asked, but I was wondering if there was a way to make it so it's not just custom NPCs that you could edit, but custom blocks as well, being able to change their skins and maybe add some effects or stats to them that would make sense for a block/item. Maybe this isn't possible, or maybe it's something you could think about adding to the mod. I know I would really love it. To be able to customize and edit block and items. The idea came to me while I was messing around with the texture pack, Conquest. It has all those metadatas that can be changed to make the block look like something else.
You may want to check out CustomItems, Quadrum, or Tabula Rasa. Those all make it fairly simple to add custom blocks, and items in the case of CustomItems and Quadrum.
whenever i use any part of this mod my world crashes and says it disconnects from server (im in singleplayer) and then my game crashes
Could you provide a mod and Minecraft version, as well as the crash report (the report in a spoiler please).
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Is there any way to set the number of NPC's that spawn when natural spawning is set? 10-12 mobs spawn in any difficulty mode or spawn chance.
I searched the site but couldn't find anything relevant. Am I missing something obvious?
There are more options for natural spawning coming soon, which should be on the todo list. So I guess its not that obvious, but not specifically hidden either.
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
You may want to check out CustomItems, Quadrum, or Tabula Rasa. Those all make it fairly simple to add custom blocks, and items in the case of CustomItems and Quadrum.
I have seen those mods before yes and tried them too. I wasn't really looking to get more items or blocks that I could custom make though. I was thinking more of just re-texturing a block that already exists. Like in the custom NPC;s mod, you can make two NPC;s exactly the same, but a different skin that you can put on them or make yourself. Imagine that, but for blocks and items. It'd be great for adventure maps especially. Much easier. It would be really helpful for using a specific texture over say the bedrock block so it then becomes something that can't be broken in game, but does not have the texture of bedrock. Or like the torch block/item textured into a coin purse or something, so it could be retrieved for if you have currency in your game.
And another Idea I think would be cool is if you could add more misc items. More specifically- Potion ingredients. Because I would like it if there were ingredient items for use in either Quests or custom potions
Coming up with Ideas is vary fun and stimulating to me. that's why I love suggesting ideas -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Midna Icon Im using can be found Here
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I know my username is painfully witty. just ignore it
It should be fixed in the next version either way. If you don't mind my asking, unwieldy how?
You could set the NPC's faction to be attacked by mobs, it could make them aggro on them. Or, you could pair your spawner NPC up with a guard, who will attack the invasion mobs, possibly getting attacked back which would trigger the spawners defending of faction members, thus making them spawn stuff.
Ok i understand the reason they are there now.
I makes the potion effect level 2 instead of 1, increasing the effectiveness.
Trying to think of a way is breaking my head, but I may have found a work around.
If you want a quest that is repeatable daily, with an appearing and disappearing dialogue to activate it, this should work.
Try making a quest that acts as a base. This base quest will have no quest-log or completion text, and set to instant complete. You want to have the start dialogue give it, and the dialogue that gives you the new quest complete it. Set your dialogue to be available when this quest is active, and set this base quest to be available daily.
Because it has no completion text and completes instantly after you exit the dialogue, no one should ever see it, or notice actually completing it, unless, they open their quest log before getting the new quest. You disguise it as a pointer to that person though by only adding questlog text.
http://pastebin.com/QzncvYm0 <--This happens on startup and before the mojang load screen
Also, I think you missed my earlier response, yes I have the config set to allow op commands but still seems to have issues with performing these on servers. Could it be something related to say forgeessentials and the way it handles commands and perms?
Facebook Page - http://www.facebook..../Landofdraconis
IRC - http://webchat.esper.net/?channels=TolkienCraftII
- When trying to select a sound for an NPC, none of the folders can be explored
- NPC can't walk through other dead NPC's
- NPC world lines aren't said, unless the timer is bugged?
- There is no NPC display in the inventory box/tab
- The dodge tactic doesn't seem to working like it should, the NPC seems to be rather stupid. Before they ran around a lot more
- Crashed for an unknown reason (Report 1)
// But it works on my machine.
Time: 1/25/15 1:54 PM
Description: Exception in server tick loop
io.netty.handler.codec.EncoderException: java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Integer
at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:107)
at io.netty.handler.codec.MessageToMessageCodec.write(MessageToMessageCodec.java:116)
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:645)
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:699)
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:638)
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:627)
at io.netty.channel.DefaultChannelPipeline.write(DefaultChannelPipeline.java:878)
at io.netty.channel.AbstractChannel.write(AbstractChannel.java:230)
at io.netty.channel.embedded.EmbeddedChannel.writeOutbound(EmbeddedChannel.java:195)
at net.minecraftforge.fml.common.network.FMLEmbeddedChannel.generatePacketFrom(FMLEmbeddedChannel.java:50)
at net.minecraftforge.fml.common.network.internal.FMLNetworkHandler.getEntitySpawningPacket(FMLNetworkHandler.java:127)
at net.minecraft.entity.EntityTrackerEntry.func_151260_c(EntityTrackerEntry.java:487)
at net.minecraft.entity.EntityTrackerEntry.func_73117_b(EntityTrackerEntry.java:361)
at net.minecraft.entity.EntityTracker.func_72788_a(EntityTracker.java:290)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:715)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:164)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Integer
at net.minecraft.entity.DataWatcher.func_151510_a(SourceFile:235)
at net.minecraft.entity.DataWatcher.func_151509_a(SourceFile:198)
at net.minecraftforge.fml.common.network.internal.FMLMessage$EntitySpawnMessage.toBytes(FMLMessage.java:197)
at net.minecraftforge.fml.common.network.internal.FMLRuntimeCodec.encodeInto(FMLRuntimeCodec.java:24)
at net.minecraftforge.fml.common.network.internal.FMLRuntimeCodec.encodeInto(FMLRuntimeCodec.java:13)
at net.minecraftforge.fml.common.network.FMLIndexedMessageToMessageCodec.encode(FMLIndexedMessageToMessageCodec.java:55)
at io.netty.handler.codec.MessageToMessageCodec$1.encode(MessageToMessageCodec.java:67)
at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:89)
... 18 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 690569496 bytes (658 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1024M -Xms1024M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.14.1281 Minecraft Forge 11.14.0.1281 5 mods loaded, 5 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{8.0.14.1281} [Forge Mod Loader] (forge-1.8-11.14.0.1281-1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{11.14.0.1281} [Minecraft Forge] (forge-1.8-11.14.0.1281-1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
customnpcs{1.8.0_alpha} [CustomNpcs] (CustomNPCs_1.8.0_alpha.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
moreplayermodels{1.7.10c} [MorePlayerModels] (MorePlayerModels_1.8.0_beta.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Player Count: 1 / 8; [EntityPlayerMP['tobbiusness'/2, l='New', x=1169.65, y=5.04, z=-683.88]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Here
You may want to check out CustomItems, Quadrum, or Tabula Rasa. Those all make it fairly simple to add custom blocks, and items in the case of CustomItems and Quadrum.
Could you provide a mod and Minecraft version, as well as the crash report (the report in a spoiler please).
I have finished my next update for my personal fun mod WoWcRAFT (ex Oblisgr mod).
A database with 1500+ items (clothing, armor, weapons, reagents, cloaks, skins etc) to boost your CustomNpcs game.
Fully compatible with CustomNpcs and all versions of minecraft.
To gain access in my mod, visit my mod's facebook page (Wowcraft) and there you will be able to find a post
with the dropbox link to download.
Thanks
I searched the site but couldn't find anything relevant. Am I missing something obvious?
There are more options for natural spawning coming soon, which should be on the todo list. So I guess its not that obvious, but not specifically hidden either.
I have seen those mods before yes and tried them too. I wasn't really looking to get more items or blocks that I could custom make though. I was thinking more of just re-texturing a block that already exists. Like in the custom NPC;s mod, you can make two NPC;s exactly the same, but a different skin that you can put on them or make yourself. Imagine that, but for blocks and items. It'd be great for adventure maps especially. Much easier. It would be really helpful for using a specific texture over say the bedrock block so it then becomes something that can't be broken in game, but does not have the texture of bedrock. Or like the torch block/item textured into a coin purse or something, so it could be retrieved for if you have currency in your game.
Also, thanks for replying.
Something I JUST came up with
Just a thought
==================================================================================================================
Coming up with Ideas is vary fun and stimulating to me. that's why I love suggesting ideas --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Midna Icon Im using can be found Here
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I know my username is painfully witty. just ignore it