I did indeed change the faction back to aggressive on the advanced tab. They attack the custom factions that I pit against them, but not me.
Playing on 1.8.9 I created a new faction with points setting them as hostile by default and they reacted as they should, attacking on sight. Assuming your NPC's aren't already targeting something else, check the faction setup again (the faction points), then possibly delete your playerdata for that faction to reset it (Global>PlayerData> etc.).
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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.
A fair assumption would be after a stable release of 1.8.9 and 1.9.0. Unless Noppes wants to do the versions leading to 1.9.4 first.
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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've installed the 1.8 version of this mod and it worked perfectly for several days before now. The game crashes immediately after I launch my world and I'm not completely sure what to do. Anyone have suggestions?
In the display tab, press the "Edit" button, it will be to the right of the word "Model". Now click the "Entity" button and select "NPC 64x32". Now any skins in the old format you select for the NPC's texutre should appear correctly.
I've installed the 1.8 version of this mod and it worked perfectly for several days before now. The game crashes immediately after I launch my world and I'm not completely sure what to do. Anyone have suggestions?
Jump over here and post an issue report. Be sure to include the crash report as well.
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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.
How can I make a set of NPCs die or go away if one particular NPC dies? I was planning to make a boss fight on my map, (one of the final bosses, too!), where there are a lot of turrets firing at you, and if you destroy the core, they all die.
How can I make a set of NPCs die or go away if one particular NPC dies? I was planning to make a boss fight on my map, (one of the final bosses, too!), where there are a lot of turrets firing at you, and if you destroy the core, they all die.
That can be scripted, I remember that from a while ago though. Try using the search feature to find it.
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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.
Entity which was hit will die after a specified number of seconds
A Npc immedietly spawns in after the entity which was hit has died.
The Spawned in npc will then proceed to go and kill. If it dies, all the ones it has hit will die after specified amount of time and More and more Npcs will spawn in.
Basically spreadable parasites.
Parasite A Hits NPC A, Parasite A Dissapears (Npc Despawn something) NPC A Soon dies, Alien A Spawns in after NPC A Dies, Alien A proceeds to go kill, Anything it kills will have a Parasite A Emerge, Anything that was hit by it but dint die will become a Alien A After specified amount of time.
Is it possible to add 'break blocks' function? Such npc, if spawned, would break all blocks which exists within defined area and are enlisted in config file.
Such option would be useful both for job like lumberjack/miner, or for making raids of hostile npc's trying to break into your castle.
Hey! I am creating a role-play at the moment on 1.7.10. I am using a NPC wyvern from the MoCreatures mod, and it is a size 7, so it's way bigger than the actual wyverns in MoCreatures. Anyway, there are many scenes I hope to make where someone is riding it. I was originally going to just use a non-NPC wyvern, but the size is way off. Is there any way to ride a NPC? I found the mounter, but the NPC won't go anywhere you tell it to, and it won't fly...
Hey! I am creating a role-play at the moment on 1.7.10. I am using a NPC wyvern from the MoCreatures mod, and it is a size 7, so it's way bigger than the actual wyverns in MoCreatures. Anyway, there are many scenes I hope to make where someone is riding it. I was originally going to just use a non-NPC wyvern, but the size is way off. Is there any way to ride a NPC? I found the mounter, but the NPC won't go anywhere you tell it to, and it won't fly...
Yeah, Custom NPC's only copies the model of whatever mob you select, not any of the behaviours or movement methods. 1.8.0 does have a flying movement option for NPC's, but that still won't help with how you want to position the NPC on it.
As for being on 1.7.10, I wouldn't be able to confirm if Noppes would help. The general bug support range has only ever been one version back from the current beta, new features only on current or future versions.
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.
That sucks. I have been hoping to upgrade to 1.8 for a while now, but many important mods have been slow to update. (Carpenter's blocks, Bibliocraft, Morph) Well, thanks for answering anyways!
1) For example, do you plan to ever air transport? something like World of Warcraft with those gryphons where you pay for a journey and entity then follows a predetermined route.
2) Or perhaps the ability to create intelligent business that would respond to the customer to go and set how would vary according to supply a player, for example, a miner would need to buy a minecraft week three picks and when would the player said he would this window to shop disappeared, replaced it would be different or perhaps none. Or when he had in him for some time, only a limited number of things sold ...
3) Or planning to ever do for NPC own inventory? In which one could manipulate ITEM and then adjust left / right clicks on a particular slots in their inventory (for example the chopsticks Thaumcraft). Or other work after the data, for example, shop mentioned bellow or preset options crafting items and blocks, where pyrite would be needed items that would create the thing that would make of it went and it was set up as dokonaleší, for example:
NPC has a stone sword and gained rod and two diamonds from any source. NPC has set the diamond sword is better and why it produces and puts, while inheriting its basic settings attack + Sword attack power by setting
---> For example, when setting light: basic attack + 0 forces attack the sword, with medium: + base attack power of the sword, when heavy: + 2x basic attack power attack weapons.
1) I have not found a nice way to prevent player movement yet, also dont have a way to determine the price either and than there is the whole flying path thing. Wow has it predetermined that wouldnt work in minecraft as the world can change. So nope that probably will never happen.
2) I dont understand half of that and the half I did understand would be rather impossible to make configurable for players.
3) The companions attack damage is based on the equiped sword. This is still not something the npc does itself though. Thats not the aim of this mod. This is an npc mod that allows players to make configurable npcs. This is not a fully automatic self think npc mod
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Playing on 1.8.9 I created a new faction with points setting them as hostile by default and they reacted as they should, attacking on sight. Assuming your NPC's aren't already targeting something else, check the faction setup again (the faction points), then possibly delete your playerdata for that faction to reset it (Global>PlayerData> etc.).
Any ETA on a 1.9.4 version yet?
A fair assumption would be after a stable release of 1.8.9 and 1.9.0. Unless Noppes wants to do the versions leading to 1.9.4 first.
That worked. Thanks a bunch as always!
It's in the old skin format, which is why it won't work. You'll have to convert it to the new style
Here
Hey, guys)))
What's wrong with Custom NPC on 1.9?
When I turn on the farmer, game collapses.
NPC fail in the blocks, builder block don't open preview, and where is texture of this block.
Or you could change to the 32x64 npc, wich supports the old textures ._.
the colored sheep only appears orange! please make it so you can change the color of it pleeassee
Help!
I've installed the 1.8 version of this mod and it worked perfectly for several days before now. The game crashes immediately after I launch my world and I'm not completely sure what to do. Anyone have suggestions?
press where to spawn Human i dont now !!!!!!
In the display tab, press the "Edit" button, it will be to the right of the word "Model". Now click the "Entity" button and select "NPC 64x32". Now any skins in the old format you select for the NPC's texutre should appear correctly.
Right click on the ground with the item called "NPC Wand".
Jump over here and post an issue report. Be sure to include the crash report as well.
How can I make a set of NPCs die or go away if one particular NPC dies? I was planning to make a boss fight on my map, (one of the final bosses, too!), where there are a lot of turrets firing at you, and if you destroy the core, they all die.
[center][center]
That can be scripted, I remember that from a while ago though. Try using the search feature to find it.
(1.7.10)
Does anyone know a script for:
NPC Parasite dissapears when it hits a entity.
Entity which was hit will die after a specified number of seconds
A Npc immedietly spawns in after the entity which was hit has died.
The Spawned in npc will then proceed to go and kill. If it dies, all the ones it has hit will die after specified amount of time and More and more Npcs will spawn in.
Basically spreadable parasites.
Parasite A Hits NPC A, Parasite A Dissapears (Npc Despawn something) NPC A Soon dies, Alien A Spawns in after NPC A Dies, Alien A proceeds to go kill, Anything it kills will have a Parasite A Emerge, Anything that was hit by it but dint die will become a Alien A After specified amount of time.
like this ?
Hey! I am creating a role-play at the moment on 1.7.10. I am using a NPC wyvern from the MoCreatures mod, and it is a size 7, so it's way bigger than the actual wyverns in MoCreatures. Anyway, there are many scenes I hope to make where someone is riding it. I was originally going to just use a non-NPC wyvern, but the size is way off. Is there any way to ride a NPC? I found the mounter, but the NPC won't go anywhere you tell it to, and it won't fly...
Yeah, Custom NPC's only copies the model of whatever mob you select, not any of the behaviours or movement methods. 1.8.0 does have a flying movement option for NPC's, but that still won't help with how you want to position the NPC on it.
As for being on 1.7.10, I wouldn't be able to confirm if Noppes would help. The general bug support range has only ever been one version back from the current beta, new features only on current or future versions.
That sucks. I have been hoping to upgrade to 1.8 for a while now, but many important mods have been slow to update. (Carpenter's blocks, Bibliocraft, Morph) Well, thanks for answering anyways!
1) I have not found a nice way to prevent player movement yet, also dont have a way to determine the price either and than there is the whole flying path thing. Wow has it predetermined that wouldnt work in minecraft as the world can change. So nope that probably will never happen.
2) I dont understand half of that and the half I did understand would be rather impossible to make configurable for players.
3) The companions attack damage is based on the equiped sword. This is still not something the npc does itself though. Thats not the aim of this mod. This is an npc mod that allows players to make configurable npcs. This is not a fully automatic self think npc mod
Want to support me? Become one of my patrons: