Running a MCPC server and running 1.7.2 - I have this strange problem that when I place a custom NPC, s/he will stay in that location until it interacts with a player or goes off fighting something.
Is there anyway to make that NPC respawn to it's original location.
Do you know where I can get the 1.6.4 version or does this work with 1.6.4 I'm making a server with pixelmon and I want to use this to make Prof.Oak on the server please reply
you can get an older version of the mod under the download link on the initial post by noppes there is a link labeled "older downloads" this will send you to the file download for the 1.6.4 versions
Running a MCPC server and running 1.7.2 - I have this strange problem that when I place a custom NPC, s/he will stay in that location until it interacts with a player or goes off fighting something.Is there anyway to make that NPC respawn to it's original location.
If i recollect correctly, under the stats or AI section of the npcs creation pages there should be a selection that sets the npc to either Yes, return to start, or, no, stay where you last moved to. hope this helped
Wonderful mod, use it all the time, cant be without it. I downloaded the latest version of the mod on the sixth of April, and, unfortunately, have been having a number of problems with it. First of which is that sometimes when i am working on an npc trying to switch between the screens after editing the advanced settings the world will crash and act as if i have been playing on a Multiplier server (this is on single player) and exit me to the Multiplier screen after telling me that i have been disconnected from the server. Another thing that happens when editing the npcs, specifically after editing the advanced settings of a spawner npc (adding npc ids to the list of npcs to spawn) the world will shut down and give a report about " the payload can't exceed 32k". as well, apart from these problems there have been fore instances when the game actually crashed giving the report as follows
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 4/6/14 8:40 AM
Description: Updating screen events
java.lang.NullPointerException: Updating screen events
at noppes.npcs.client.gui.GuiNpcSoundSelection.func_146284_a(GuiNpcSoundSelection.java:126)
at net.minecraft.client.gui.GuiScreen.func_73864_a(GuiScreen.java:233)
at noppes.npcs.client.gui.util.GuiNPCInterface.func_73864_a(GuiNPCInterface.java:95)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:309)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:275)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1625)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:953)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:870)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
If the full crash report is needed i can get that.
That crash report is from sound selection is that correct?
Ill see if I can fix the crash in the spawner option.
ok so here is my first post which you answered saying it sounded like a mod or plugin causing the issue i appreciate your help noppes
ok i dont know whats causing this but it really puts a damper on things for my server
i am using 1.6.4 mcpc server and when on the server i create a npc and i can click on
him activate is dialouge fine then randomly after a little bit i cannot interact with them and
if i try to click on them with the editor wand it doesnt register me clicking on them it either
creates a new npc, or shows the search screen for npcs close to you, so im guessing its removing
there entities or not registering them somehow when im on a single player world this issue does
not accur please please let me know how to fix it and i love the mod btw!!
let me know i love your mod noppes!!! and if you have any idea what it is i appreciate your help, and any fixes for it too are appreciated thanks again noppes
Dunno I suggest disabling you plugins and enable them one by one
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you can get an older version of the mod under the download link on the initial post by noppes there is a link labeled "older downloads" this will send you to the file download for the 1.6.4 versionsIf i recollect correctly, under the stats or AI section of the npcs creation pages there should be a selection that sets the npc to either Yes, return to start, or, no, stay where you last moved to. hope this helped
Yes by default when an NPC is created it is set to "Return to Start" a bunch of NPC's keep moving. From that start position.
I've tried to look at my server files to see if the co-ord have changed and how... but... all the files are either encoded or I can't find them
Also will you ever create this for Bukkit ?
And if you want you can come and look at these NPC's moving , I can white-list/OP you to have a quick look.
I remember I downloaded a MCPC version of this... where did you host those custom Server files of "Custom NPC's" ???
1. I don't know if you noticed this but the lighting isn't smooth on the blocks you added.(only when the light source is touching your new blocks)
2. Were you planning on making the inside legs on tables removed when they're placed next to another table?
and the same thing to shelves. (example: place two tables next to each other like in the image above and then have the inside legs disappear to make one big table)
Your mod does not seem to work in multiplayer. I have followed the instructions perfectly and I have installed the correct versions of Forge etc, and it just doesn't seem to work.When I join the server (I have the mod installed too) there are no NPCs and I can't use the NPC items.I have tried both times and the first time I got the error "Skipping entity with ID customnpcs".The second time I got no error at all and it still didn't work.It's not the "getUniqueEntityId" problem described in the F.A.Q.Any idea why this is happening?
Well if its indeed not saying Skipping entity id. Than maybe worldedit is blocking it or something? A sure fire way to find out whats causing it is to disable everything, but custom npcs and re-enable everything one by one
1. I don't know if you noticed this but the lighting isn't smooth on the blocks you added.(only when the light source is touching your new blocks)
2. Were you planning on making the inside legs on tables removed when they're placed next to another table?
and the same thing to shelves. (example: place two tables next to each other like in the image above and then have the inside legs disappear to make one big table)
1) Cant say I really see the problem?
2) Sure thats easy
Umm new Problem, when I select certain Dialog Folders, I get "disconnected from Server". But... I Play in my singleplayer world??? This happens only to 2 of 11 Folders, and These 2 are the ones with me most Dialogs in it... I tried my 1.6 copy now. I get this bug only on 1.7.
Edit: Even better -.- All Quest Items disappear after closing the world! When it disconnects, when it crashes or when I save and quit minecraft, it doesn't matter, they disappear! aaaah.... But only with CustomNpc's Items!
... And now Minecraft crashed and deleted ALL Custom Npc's Items in the whole world...
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 06.04.14 20:38
Description: Ticking memory connection
java.lang.NullPointerException: Ticking memory connection
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:84)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:211)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:173)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:680)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:84)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:211)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@6da9a2fb
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:173)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:680)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 240107520 bytes (228 MB) / 1908932608 bytes (1820 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 661 (37016 bytes; 0 MB) allocated, 661 (37016 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 103
FML: MCP v9.01-pre FML v7.2.116.1024 Minecraft Forge 10.12.0.1024 Optifine OptiFine_1.7.2_HD_U_D1 6 mods loaded, 6 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{7.2.116.1024} [Forge Mod Loader] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{10.12.0.1024} [Minecraft Forge] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
TooManyItems{1.7.2} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
customnpcs{1.7.2} [CustomNpcs] (CustomNPCs_1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
reiminimap{1.7.2-1.4} [ReiMinimap - Forge] (ReiMinimap-1.7.2-1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 2399 (134344 bytes; 0 MB) allocated, 2399 (134344 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['vegetaalex66'/15130, l='The Ender Scrolls: Arenor', x=-430,30, y=84,00, z=326,76]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I tried the Testversion now, the bug with the Dialog Folders is gone, but the Problem with QuestItems disappearing is still there... And in the test Version Mod armor on all NPC's are deleted...
Unless you give me a way to replicate that crash or atleast tell what you were doing when it happened I cant help. That crash is very generic.
Im also unable to replicate questitems from disappearing.
Forge was having some item id syncing problems replacing other items when new items were added. Should be fixed in the latest version.
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Im also unable to replicate questitems from disappearing.
Forge was having some item id syncing problems replacing other items when new items were added. Should be fixed in the latest version.
Because the Dialog Bug is fixed, my only Problem now is that closing the world deletes the Items in the Itemquests. But only Items from your mod. And I have the latest Testversion.
Because the Dialog Bug is fixed, my only Problem now is that closing the world deletes the Items in the Itemquests. But only Items from your mod. And I have the latest Testversion.
Still unable to replicate. Seems to work fine for me using my own items
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alright, cool. So i was really happy when i saw the latest version had the spawner npcs thinking i could do what I've been wanting to do for some time now, make commandable(?) armies, as in massive bodies of npcs that i could command to attack locations, siege castles, ext. Although the spawner npcs are a step toward this, they lack the full ability to do this. I think if a npc that would be in command of a group of other npcs, or a guide to them (banner carrier, captain, ext.) to a location entered in to the npcs interaction screen (as in X,Y,Z location, or previously determined X,Y,Z locations designated under entered names, such as the name of a city one wishes to attack or garrison.)
alright, cool. So i was really happy when i saw the latest version had the spawner npcs thinking i could do what I've been wanting to do for some time now, make commandable(?) armies, as in massive bodies of npcs that i could command to attack locations, siege castles, ext. Although the spawner npcs are a step toward this, they lack the full ability to do this. I think if a npc that would be in command of a group of other npcs, or a guide to them (banner carrier, captain, ext.) to a location entered in to the npcs interaction screen (as in X,Y,Z location, or previously determined X,Y,Z locations designated under entered names, such as the name of a city one wishes to attack or garrison.)
I plan on making npc followers, which could give you the ability to somewhat do that.
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man, this is the most epic mod i ever played! i have some side-ideas that you can add to the mod:
*it will be great if npc's could ride on horses, and maybe more animals...
*it will be epic if there will be more kinds of missions, like kill and item mission together.
i thought about more things, but i totaly forgot them...
ho, and more thing- i tried to add skins to npcs textures in mac, and it didnt worked. can you help me?
tx,
superpigaming
Hi Noppes, I love this mod and I thank you for doing it.
I just have a question, how could I have this mod on a server?
Because when I follow the links of the installation guide it brings me to this page: http://www.kodevelop...npcs/downloads/
But here I can't download a Zip file, only a .jar (or maybe i just don't see it ^^).
So can you help me please?
(Sorry for the bad english, from France)
Just drop it in the mods folder like any other zip.
Is there anyway to make that NPC respawn to it's original location.
That crash report is from sound selection is that correct?
Ill see if I can fix the crash in the spawner option.
Dunno I suggest disabling you plugins and enable them one by one
Want to support me? Become one of my patrons:
But the bugs are depressing me...
Yes by default when an NPC is created it is set to "Return to Start" a bunch of NPC's keep moving. From that start position.
I've tried to look at my server files to see if the co-ord have changed and how... but... all the files are either encoded or I can't find them
Also will you ever create this for Bukkit ?
And if you want you can come and look at these NPC's moving , I can white-list/OP you to have a quick look.
I remember I downloaded a MCPC version of this... where did you host those custom Server files of "Custom NPC's" ???
1. I don't know if you noticed this but the lighting isn't smooth on the blocks you added.(only when the light source is touching your new blocks)
2. Were you planning on making the inside legs on tables removed when they're placed next to another table?
and the same thing to shelves. (example: place two tables next to each other like in the image above and then have the inside legs disappear to make one big table)
Well if its indeed not saying Skipping entity id. Than maybe worldedit is blocking it or something? A sure fire way to find out whats causing it is to disable everything, but custom npcs and re-enable everything one by one
1) Cant say I really see the problem?
2) Sure thats easy
Unless you give me a way to replicate that crash or atleast tell what you were doing when it happened I cant help. That crash is very generic.
Im also unable to replicate questitems from disappearing.
Forge was having some item id syncing problems replacing other items when new items were added. Should be fixed in the latest version.
Want to support me? Become one of my patrons:
Because the Dialog Bug is fixed, my only Problem now is that closing the world deletes the Items in the Itemquests. But only Items from your mod. And I have the latest Testversion.
Feel free to post your ideas here after reading the todo list.
Still unable to replicate. Seems to work fine for me using my own items
Want to support me? Become one of my patrons:
I tried without other mods... Bug still there. Maybe it would help if you try it on my world. I send you a message with Download link.
I seem to be able to make item quests just fine and after relogging they are still there as well.
I plan on making npc followers, which could give you the ability to somewhat do that.
Want to support me? Become one of my patrons:
I mean the Items in these quests are gone, not the quests.
Yes I understood you the first time. This works fine for me.
Want to support me? Become one of my patrons:
Oh ok... That's a shame...
Thanks for trying to help
*it will be great if npc's could ride on horses, and maybe more animals...
*it will be epic if there will be more kinds of missions, like kill and item mission together.
i thought about more things, but i totaly forgot them...
ho, and more thing- i tried to add skins to npcs textures in mac, and it didnt worked. can you help me?
tx,
superpigaming
Just drop it in the mods folder like any other zip.
thank you
Owner of Mythrea, an unfinished server.