After installing Aether II first and then installing CustomNPCs on a MCPC+ 1.6.2 Server I cannot spawn CustomNPCs in the overworld with the NPC wand, and an error message is outputted as "Missing mod entity information for customnpcs : 3" However, when arriving on Aether, I see all Aether Mobs being replaced by custom NPC entities (with generated names above them, i,e all Zephyrs show up as Enderman model but behaves like Zephyrs did) and the same error message is still showing up in the client log. I need to point out that in Single Player both mods works just fine and this is only a server-side problem. Please look into that issue (my guess would be conflicts between the entity ids used by CustomNPC and Aether Mobs).
(This question is also posted on Aether II's Github Issues as Issue #195.)
Have you tried setting their movement animation to 'aiming'?
It makes them constantly hold the bow out, similar to a skeleton.
Yea, but it looks funny if they're walking around like that. Is it possible to have the aiming animation play when actually shooting? I haven't noticed an option to do so but it seems like something that should be automatic.
After installing Aether II first and then installing CustomNPCs on a MCPC+ 1.6.2 Server I cannot spawn CustomNPCs in the overworld with the NPC wand, and an error message is outputted as "Missing mod entity information for customnpcs : 3" However, when arriving on Aether, I see all Aether Mobs being replaced by custom NPC entities (with generated names above them, i,e all Zephyrs show up as Enderman model but behaves like Zephyrs did) and the same error message is still showing up in the client log. I need to point out that in Single Player both mods works just fine and this is only a server-side problem. Please look into that issue (my guess would be conflicts between the entity ids used by CustomNPC and Aether Mobs). (This question is also posted on Aether II's Github Issues as Issue #195.)
Fair enough... Just keep in mind that for ranged attacks, the intended target and the actual victim may not be the same entity.
E.g. The NPC may be aiming at a zombie, but might hit a player instead. There is also going to be some delay between the projectile being launched, and the eventual impact.
On a different tangent, I've been trying to write an update script that changes equipped item based on the target's distance... But I'm struggling to store or otherwise instantiate a valid ScriptItemStack.
new ScriptItemStack() undefined
So is new noppes.npcs.scripted.ScriptItemStack()
Spawning the NPC with a sword and storing via getStoredData() seems unreliable, as setRightItem() permanently changes that NPCs inventory (i.e. The sword won't come back if you reset the NPC).
I feel like I've wandered down completely the wrong track here...
Melee attacks actually dont necesarily hit either, they can be immune or be on their hit cooldown. As you might know you cant hit entities in rapid succesion.
Yea you have. What you are looking for is world.createItem. You cant store items in stored data btw. Currenly only strings and numbers can be stored.
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So... A little problem with natural spawning.
When a mob spawns, it doesn't take into account the number of mobs of that type in the area.
They just keep spawning and spawning until they're everywhere:
There was like 5 times the amount of sandworms, then we killed the little buggers and here's 10 minutes later...
Their spawn rates are set to 1.
Is there any way to fix that?
[The version I'm using was downloaded on 5/27. Dunno if there's a newer version that affects spawning]
I must add the server side and the client side has the same mods and configs, and is even idfix'ed (so there aren't any ID clashes between server and client).
I must add the server side and the client side has the same mods and configs, and is even idfix'ed (so there aren't any ID clashes between server and client).
Any problems with entities showing as other entities is always an entity id problem. Usually this is caused because the client has mods that add entities which the server doesnt have. It can also be caused by change config files. Make sure the config file on the server is the same as client as well.
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Any problems with entities showing as other entities is always an entity id problem. Usually this is caused because the client has mods that add entities which the server doesnt have. It can also be caused by change config files. Make sure the config file on the server is the same as client as well.
Thanks for that reminder, solved!
I'll post the solution here in case the others has similar problems (Hey, Aether + CustomNPCs = MLP:FIM RPs!)
go to both client/server's CustomNPC.cfg files, change stuff as below:
#Uses unique entities ids
UseUniqueEntities=false
#To use this UseUniqueEntities has to be false
EntityStartId=998
basically set use unique entities as false and give a really large that no-other-mods-would-be-using one for it.
Solved for me.
I found a bug where if I set and npc to make the human.male.evil.hurt/death then sometimes it makes a girl sound when it dies / gets hurt. please fix its really annoying
I found a bug where if I set and npc to make the human.male.evil.hurt/death then sometimes it makes a girl sound when it dies / gets hurt. please fix its really annoying
Ah my bad. Should be fixed if you redownload
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I've noticed some interesting interactions between variables. So in no particular order:
An NPC's AggroRange and RangedRange are unable to exceed the server's NpcNavRange (e.g. If NpcNavRange is 32, then any values over 32 for AggroRange or RangedRange will have no additional effect).
If you give a projectile to an NPC, change UseRangedAttack to UntilClose, and then take the projectile away, then EngageDistance will still be active and will stop the NPC from attacking anything farther away than that.
If you give a projectile to an NPC, and change UseRangedAttack to No, then that NPC will run at enemies but will not actually attack them.
NPCs seem to stop attacking while they are leaping, so setting LeapAtTarget to Yes can be detrimental to an NPC's combat ability (since they can still be hit and knocked back while leaping, further preventing their attacks).
The faction option "Defend faction members" also affects whether or not that NPC will defend itself from attack. E.g. a neutral mob that does not defend faction members will not retaliate if you attack it.
I've noticed some interesting interactions between variables. So in no particular order:
An NPC's AggroRange and RangedRange are unable to exceed the server's NpcNavRange (e.g. If NpcNavRange is 32, then any values over 32 for AggroRange or RangedRange will have no additional effect).
If you give a projectile to an NPC, change UseRangedAttack to UntilClose, and then take the projectile away, then EngageDistance will still be active and will stop the NPC from attacking anything farther away than that.
If you give a projectile to an NPC, and change UseRangedAttack to No, then that NPC will run at enemies but will not actually attack them.
NPCs seem to stop attacking while they are leaping, so setting LeapAtTarget to Yes can be detrimental to an NPC's combat ability (since they can still be hit and knocked back while leaping, further preventing their attacks).
The faction option "Defend faction members" also affects whether or not that NPC will defend itself from attack. E.g. a neutral mob that does not defend faction members will not retaliate if you attack it.
Those are all true except for the last one. Only reason an npc wont 'defend' himself is if the OnFoundEnemy is set to nothing.
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Those are all true except for the last one. Only reason an npc wont 'defend' himself is if the OnFoundEnemy is set to nothing.
Oh, hrmm... Sorry, I should have tested that one further. It turns out the reason I was getting a different result is because I was in creative mode at the time.
It seems that attacking a neutral NPC while in creative mode will cause all neutral faction defenders to begin attacking the player. It seems this was overriding the neutral NPC's normal behaviour of not attacking a creative mode player.
idk if this has been a idea yet or not, forgive me if so. But what if you also made it a option for things to spawn in 'custom' groups? Say I make one creature. Then add that to a list of creatures that spawn in groups? Because I saw how you were making possible for things to spawn in groups of just that creature.
idk if this has been a idea yet or not, forgive me if so. But what if you also made it a option for things to spawn in 'custom' groups? Say I make one creature. Then add that to a list of creatures that spawn in groups? Because I saw how you were making possible for things to spawn in groups of just that creature.
Yes I plan too make them into custom groups
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This mod actually is what motivated me to start posting here
I have this mod loaded and running on our server. Simply the best one I've found out there yet.
I just have a quick question and also wanted to mention something I noticed.
First, do the NPC's keep the chunks they are in loaded at all times or do they unload when no one is in the area? I noticed that the ones with paths assigned to them are almost always accurately where they should be when you return to there area, unlike mine-carts in motion that could be anyplace when you come back.
The reason I'm asking about chunks being loaded is just so I can roughly figure out the overhead on our server.
Also, this is something I noticed. If you set an NPC to wander, its start point changes to wherever it happens to be when you restart the server. The start point does not stay where you place it first. I've had to put the NPCs that wander in path mode, but the wander feature makes them seem more natural.
re iterating, wherever the NPC is, when the server is stopped, becomes the new start position and radius.
The NPCs tend to end up in weird places, far from where they were created after a time
Not a biggie, but it places constraints on using wander mode.
OH!!! I thought of something else I was going to suggest.
It would be really neat to have NPC's with availability options pertaining to visibility, such as 'visible when on a quest'
That would add new dynamics to the mod, or how about one that follows you when you are on a quest. He or she would need to come with you to wherever the place or NPC is that you need to interact with to complete the quest.
EXAMPLE:
you need to take someone to see someone
or
could you find my missing child and bring her back to me.
Would that be a people quest?
the quest could also complete when they're following you and they cross the way-point block or when their conversation action is triggered with the quest completing NPC.
Just a thought
Either way, I'm loving the new life this has brought to our server. I and my users thank you so much.
I just have a quick question and also wanted to mention something I noticed.
First, do the NPC's keep the chunks they are in loaded at all times or do they unload when no one is in the area? I noticed that the ones with paths assigned to them are almost always accurately where they should be when you return to there area, unlike mine-carts in motion that could be anyplace when you come back.
Also, this is something I noticed. If you set an NPC to wander, its start point changes to wherever it happens to be when you restart the server. The start point does not stay where you place it first. I've had to put the NPCs that wander in path mode, but the wander feature makes them seem more natural.
OH!!! I thought of something else I was going to suggest.
It would be really neat to have NPC's with availability options pertaining to visibility, such as 'visible when on a quest'
That would add new dynamics to the mod, or how about one that follows you when you are on a quest. He or she would need to come with you to wherever the place or NPC is that you need to interact with to complete the quest.
Either way, I'm loving the new life this has brought to our server. I and my users thank you so much.
NPCs dont keep chunks loaded. I am adding a chunk loading job in the next update though to keep them loaded.
That should be fixed in the latest 1.7.2-2 update
The way things are set up currently its not possible to make them invisible to just specific players. Currently its either for all or none. I might look into it in the future, but not anytime soon probably.
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I have 2 suggestions for a future update:
A link option for linking drops like you have for shops. This would make it easier to edit the drops of the same npcs throughout the world instead of having to edit each individually when you want to change drops.
Second suggestion is the naming of the cloner tabs for better organization.
I have 2 suggestions for a future update:
A link option for linking drops like you have for shops. This would make it easier to edit the drops of the same npcs throughout the world instead of having to edit each individually when you want to change drops.
Second suggestion is the naming of the cloner tabs for better organization.
Added to the todo
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After installing Aether II first and then installing CustomNPCs on a MCPC+ 1.6.2 Server I cannot spawn CustomNPCs in the overworld with the NPC wand, and an error message is outputted as "Missing mod entity information for customnpcs : 3" However, when arriving on Aether, I see all Aether Mobs being replaced by custom NPC entities (with generated names above them, i,e all Zephyrs show up as Enderman model but behaves like Zephyrs did) and the same error message is still showing up in the client log. I need to point out that in Single Player both mods works just fine and this is only a server-side problem. Please look into that issue (my guess would be conflicts between the entity ids used by CustomNPC and Aether Mobs).
(This question is also posted on Aether II's Github Issues as Issue #195.)
Yea, but it looks funny if they're walking around like that. Is it possible to have the aiming animation play when actually shooting? I haven't noticed an option to do so but it seems like something that should be automatic.
See FAQ
Melee attacks actually dont necesarily hit either, they can be immune or be on their hit cooldown. As you might know you cant hit entities in rapid succesion.
Yea you have. What you are looking for is world.createItem. You cant store items in stored data btw. Currenly only strings and numbers can be stored.
Want to support me? Become one of my patrons:
When a mob spawns, it doesn't take into account the number of mobs of that type in the area.
They just keep spawning and spawning until they're everywhere:
There was like 5 times the amount of sandworms, then we killed the little buggers and here's 10 minutes later...
Their spawn rates are set to 1.
Is there any way to fix that?
[The version I'm using was downloaded on 5/27. Dunno if there's a newer version that affects spawning]
I must add the server side and the client side has the same mods and configs, and is even idfix'ed (so there aren't any ID clashes between server and client).
Any problems with entities showing as other entities is always an entity id problem. Usually this is caused because the client has mods that add entities which the server doesnt have. It can also be caused by change config files. Make sure the config file on the server is the same as client as well.
Want to support me? Become one of my patrons:
Thanks for that reminder, solved!
I'll post the solution here in case the others has similar problems (Hey, Aether + CustomNPCs = MLP:FIM RPs!)
go to both client/server's CustomNPC.cfg files, change stuff as below:
basically set use unique entities as false and give a really large that no-other-mods-would-be-using one for it.
Solved for me.
HELP!!!!
Ah my bad. Should be fixed if you redownload
Want to support me? Become one of my patrons:
Those are all true except for the last one. Only reason an npc wont 'defend' himself is if the OnFoundEnemy is set to nothing.
Want to support me? Become one of my patrons:
Oh, hrmm... Sorry, I should have tested that one further. It turns out the reason I was getting a different result is because I was in creative mode at the time.
It seems that attacking a neutral NPC while in creative mode will cause all neutral faction defenders to begin attacking the player. It seems this was overriding the neutral NPC's normal behaviour of not attacking a creative mode player.
Seen the whole spawning in bioams idea for npcs.
idk if this has been a idea yet or not, forgive me if so. But what if you also made it a option for things to spawn in 'custom' groups? Say I make one creature. Then add that to a list of creatures that spawn in groups? Because I saw how you were making possible for things to spawn in groups of just that creature.
Yes I plan too make them into custom groups
Want to support me? Become one of my patrons:
After the NPC dialogue, which spoke to become invisible?
This mod actually is what motivated me to start posting here
I have this mod loaded and running on our server. Simply the best one I've found out there yet.
I just have a quick question and also wanted to mention something I noticed.
First, do the NPC's keep the chunks they are in loaded at all times or do they unload when no one is in the area? I noticed that the ones with paths assigned to them are almost always accurately where they should be when you return to there area, unlike mine-carts in motion that could be anyplace when you come back.
The reason I'm asking about chunks being loaded is just so I can roughly figure out the overhead on our server.
Also, this is something I noticed. If you set an NPC to wander, its start point changes to wherever it happens to be when you restart the server. The start point does not stay where you place it first. I've had to put the NPCs that wander in path mode, but the wander feature makes them seem more natural.
re iterating, wherever the NPC is, when the server is stopped, becomes the new start position and radius.
The NPCs tend to end up in weird places, far from where they were created after a time
Not a biggie, but it places constraints on using wander mode.
OH!!! I thought of something else I was going to suggest.
It would be really neat to have NPC's with availability options pertaining to visibility, such as 'visible when on a quest'
That would add new dynamics to the mod, or how about one that follows you when you are on a quest. He or she would need to come with you to wherever the place or NPC is that you need to interact with to complete the quest.
EXAMPLE:
you need to take someone to see someone
or
could you find my missing child and bring her back to me.
Would that be a people quest?
the quest could also complete when they're following you and they cross the way-point block or when their conversation action is triggered with the quest completing NPC.
Just a thought
Either way, I'm loving the new life this has brought to our server. I and my users thank you so much.
NPCs dont keep chunks loaded. I am adding a chunk loading job in the next update though to keep them loaded.
That should be fixed in the latest 1.7.2-2 update
The way things are set up currently its not possible to make them invisible to just specific players. Currently its either for all or none. I might look into it in the future, but not anytime soon probably.
Want to support me? Become one of my patrons:
A link option for linking drops like you have for shops. This would make it easier to edit the drops of the same npcs throughout the world instead of having to edit each individually when you want to change drops.
Second suggestion is the naming of the cloner tabs for better organization.
Added to the todo
Want to support me? Become one of my patrons: