Just wondering, but did you guys remove the furniture that used to come with the mod? I remember there used to be a ton of cool weapons, armor and furniture that came with the mod but I just got it again and they are nowhere to be found.
Is there a group mod compatible with custom npc?, so that when all the members of the group have the same hunting mission, and a member kills a mobs, everyone in the group will be told.
I would like to know how I can do a killing mission where the targets are NPCS created with the mod, in the missions section, when looking for customnpcs:custom_npc which is the name of the entities created by the mod, this does not appear as an option
Whenever I'm within loading distance of an NPC in singleplayer and I log out or leave, the NPC "vanishes"
I can see if if I right click with the npc wand, but I can't edit it or teleport to it-- just says "Unable to find NPC". I'm using version 1.12.2 if it helps.
when I log into multiplayer, craft an NPC I can set them, script them, all the doo-hickeys, but the SECOND I log out the NPC is gone as well.
If I attempt to use the cloner, after relogging it says that it failed to create an entity from my clone. I successfully placed a mobspawner, and on relog it's still there but the NPC has still vanished and isn't respawning.
Interestingly enough The Entities are staying on my SP server but vanishing anytime I reload the MP server, Even more interesting, if I create an NPC on the MP server I can clone them fine on the SP server but if I log out after I clone said NPC on the MP server and log back into the MP server not only has the original NPC vanished, it tells me there was a problem spawning the entity.
I have a question, with custom npc is it possible to spawn an NPC that maintains the intelligence of its normal spawned counterpart? for example, the dragons from Ice and fire, which can attack you in melee, at range, take you with their mouths and lift you up in the air, etc. Practically some customizable Mob will appear keeping all the base details of the Mob?
I love your mod, but will there be a chance to add some compatibility with e.g. epic fight mod? I think about a function that can be turned on or off for individual npc. This would add a lot of opportunity to create even greater scenarios.
I'm currently having this problem, where I'm trying to get my world (with already set up NPCs) on my multiplayer server, but when I start the server and join, the NPCs are not there. Both world files are identical and I just don't know how to fix it.
Also, on the multiplayer server, when I try to create a NPC with the wand, the server crashes.
I'm currently having this problem, where I'm trying to get my world (with already set up NPCs) on my multiplayer server, but when I start the server and join, the NPCs are not there. Both world files are identical and I just don't know how to fix it.
I cannot help you with this one since I haven't use this mod for quite a while but I'd like to point your attention to a possible alternative... if you play with a somewhat recent version of Minecraft then it's quite easy to set up some NPC mobs yourself using a datapack.
The main things to look out for is to use the "NoAI:true" NBT property when you summon a mod so that it doesn't start running around on its own. I also suggets to 'tag' it so that it's easier to address them again: Tags:["mycustommob"].
After all this you can actually use the advancements system to make them "do" something, if you want to make an NPC talk when someone interacts with it, then all you need is a (hidden?) advancement which reacts to the "minecraft:player_interacted_with_entity" trigger, see this wiki page for more info on that. What I usually do is use a function as the "reward" in which I make the NPC talk (using something like /execute as @e[tag=mycustommob] run say "Help, the creepers are attacking!"), and after that I use the /advancement command to revoke this current advancement so that it can be triggered again (in other words: when the player interacts with the NPC it will once again say its line or do its thing).
You need to add the Varied commodities mod
Just wondering, but did you guys remove the furniture that used to come with the mod? I remember there used to be a ton of cool weapons, armor and furniture that came with the mod but I just got it again and they are nowhere to be found.
Thanks.
Please fix this
Carry On mod kills NPCs when carried
This is a really good mod , but i have one question , how i can make make an npc spawn naturally on other world ???
This is one of my favorite mod but the down side is i want to play it on lates version like 1.16
hope you read this and add it
your mod are cool ok, keep it up, have a good day
You should join the discord, there are 1.16 snapshots
The link to the external dialog editor doesn't seem to work..
any way to add more slots indefinitely for merchant npc?, something like pages or swiping?
Is there a group mod compatible with custom npc?, so that when all the members of the group have the same hunting mission, and a member kills a mobs, everyone in the group will be told.
How to I change the nametag color to white on 1.7.10
Hello, I been trying to get this question answered for years but I never saw this form
Perhaps you the creator can solve this.
So basicly I used custom npc mod to make A map for my freind but when he loads
The map all the npcs are gone.
Is there A way to fix this?
I would like to know how I can do a killing mission where the targets are NPCS created with the mod, in the missions section, when looking for customnpcs:custom_npc which is the name of the entities created by the mod, this does not appear as an option
Hi Noppes. I'm currently working on scripts in 1.16.5 and I have 2 questions.
1. How can I set tempData and storedData? I can't find them in the APIs in 1.8+ versions.
2. There are methods north(), south(), east() and west() in interface IPos, but all of them simply returns a position northwards. Is that a bug?
Whenever I'm within loading distance of an NPC in singleplayer and I log out or leave, the NPC "vanishes"
I can see if if I right click with the npc wand, but I can't edit it or teleport to it-- just says "Unable to find NPC". I'm using version 1.12.2 if it helps.
when I log into multiplayer, craft an NPC I can set them, script them, all the doo-hickeys, but the SECOND I log out the NPC is gone as well.
If I attempt to use the cloner, after relogging it says that it failed to create an entity from my clone. I successfully placed a mobspawner, and on relog it's still there but the NPC has still vanished and isn't respawning.
Interestingly enough The Entities are staying on my SP server but vanishing anytime I reload the MP server, Even more interesting, if I create an NPC on the MP server I can clone them fine on the SP server but if I log out after I clone said NPC on the MP server and log back into the MP server not only has the original NPC vanished, it tells me there was a problem spawning the entity.
I have a question, with custom npc is it possible to spawn an NPC that maintains the intelligence of its normal spawned counterpart? for example, the dragons from Ice and fire, which can attack you in melee, at range, take you with their mouths and lift you up in the air, etc. Practically some customizable Mob will appear keeping all the base details of the Mob?
I love your mod, but will there be a chance to add some compatibility with e.g. epic fight mod? I think about a function that can be turned on or off for individual npc. This would add a lot of opportunity to create even greater scenarios.
Eu instalei o mod para jogar no servidor com meus amigos, porém quando uso o cajado no Npc nada acontece
I'm currently having this problem, where I'm trying to get my world (with already set up NPCs) on my multiplayer server, but when I start the server and join, the NPCs are not there. Both world files are identical and I just don't know how to fix it.
Also, on the multiplayer server, when I try to create a NPC with the wand, the server crashes.
I cannot help you with this one since I haven't use this mod for quite a while but I'd like to point your attention to a possible alternative... if you play with a somewhat recent version of Minecraft then it's quite easy to set up some NPC mobs yourself using a datapack.
The main things to look out for is to use the "NoAI:true" NBT property when you summon a mod so that it doesn't start running around on its own. I also suggets to 'tag' it so that it's easier to address them again: Tags:["mycustommob"].
After all this you can actually use the advancements system to make them "do" something, if you want to make an NPC talk when someone interacts with it, then all you need is a (hidden?) advancement which reacts to the "minecraft:player_interacted_with_entity" trigger, see this wiki page for more info on that. What I usually do is use a function as the "reward" in which I make the NPC talk (using something like /execute as @e[tag=mycustommob] run say "Help, the creepers are attacking!"), and after that I use the /advancement command to revoke this current advancement so that it can be triggered again (in other words: when the player interacts with the NPC it will once again say its line or do its thing).
Maybe food for thought?