is it possible for an npc to have more melee power while wielding a certain weapon. I want to create a mob such that when it is disarmed of it's weapon (when using parry from the zelda sword skills mod) the melee power of the npc decreases.
This would be really simple to do. I would put this in the Attack tab of the script interface (this is for 1.8 & down)
//first you want to know what is in the attackers hand
//but first check if the hand is empty!
if (npc.getRightItem() == null ) {
//do nothing
// if not empty then what? check for a Saber
} else if (npc.getRightItem().name == "customnpcs:npcSaber") {
//then do something like set its melee strength plus 10
event.setDammage(npc.getMeleeStrength()+10);
}
Thats it, you could check for something in left hand -> npc.getLeftItem() == "??" or both with a && between two comparisons. You could copy the else if down again ( and again) to create many possible weapons the npc could have - etc etc
Really just 3 lines of code or so - the lines beginning with "//" are just comments and could be removed - change the name in the "" to what ever weapon you want.
I dont know how to use the builder block i place it it opens up the menu and i can pull up the preveiw but i dont know how to make it place:farming247:
Once you have placed a builder block, make sure you have selected a .schematic file and enabled it via the button in the menu. Preview needs to be off. Now you will need to place an NPC close by with the builder job (set this by going to the advanced tab and changing the job until it says builder).
How do I edit the textures for customnpc items and models (for example, the diamond broadsword or the "NPC Dragon")?
Thanks for the help by the way, you guys are the best.
Well, to put it simply, if you know how to create your own resource pack it'd be quite simple honestly. How much do you know about making a resource pack?
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 found I can pick the fish under the guards anti mob selection, now he roams the river bank throwing his new fishing spears at fish as a proper caveman should its a good thing they respawn faster than he can hunt them.
Still it would be cool if I could teach him how to use a fishing rod educate him abit ;P
oh and here's his new fishing spear I designed for him
Great - I don't see anything that can make a NPC really use a fishing rod. And I was wondering about the fish too - what are you using for the fish, is it some other mod or is it NPC fish?
Hey Noppes, I encountered a huge problem with the builder npcs.
They really like to duplicate when i disconnect and rejoin, They duplicated in the thousands and caused my game to
run at 1 fps. This is a gamebreakinig bug, please fix as soon as possible. I am playing on a mac if that helps
This is the second time I have seen this happen on the forum. I had a world that kept locking up and though it was corrupt (about 0 fps then white screen)
Went in with MCedit and found a BUNCH of bats around/inside one of the buildings the NPC builders made. Deleted them and all was fine.?
Actually I have a copy of that world - a little over 6000 bats in the area of a large building says MCedit.
Well, to put it simply, if you know how to create your own resource pack it'd be quite simple honestly. How much do you know about making a resource pack?
I know the basics. But I don't know where to find the files for CustomNPC-specific textures (like a scythe for example). I presume they're not in the same place as the vanilla texture files?
I know the basics. But I don't know where to find the files for CustomNPC-specific textures (like a scythe for example). I presume they're not in the same place as the vanilla texture files?
It's good that you know at least the basics, I don't want to get into teaching that. The files you're looking for are in the assets folder of the mod, then further under customnpcs>textures. Not very different to the vanilla game files right? From here it's self explanatory.
A few that may confuse you could be the "cloak", "models" and "overlays" as they are specific to custom NPC's. If you aren't familiar with some game terms, "GUI" is the menu textures for the mod's custom user interface and "entity" is the AI/mob skins.
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.
How can I make an NPC shoot a projectile backwards?
Well if you could puppet them to have their head backwards you could probably pull it off. Not sure if that is what Noppes intended because the scale goes from 0 to 180 (in the middle looking straight ahead) to 360 - but the head only moves 180 degrees from side to side. And the same with the other body parts - maybe it would be too painful??
i wonder how Dan do it. After contacting Brad the new Waypoints created (Because i see Dan use Voxelmaps mod)
Also where i can find other CustomNPC content packs with 16x16 and 32x32 size? i using the normal CustomNPC content packs and its 32x64 size, but my skin size is 16x16 and 32x32 in some version
i wonder how Dan do it. After contacting Brad the new Waypoints created (Because i see Dan use Voxelmaps mod)
Also where i can find other CustomNPC content packs with 16x16 and 32x32 size? i using the normal CustomNPC content packs and its 32x64 size, but my skin size is 16x16 and 32x32 in some version
and also how to make NPC dialogs like Dan do in that image?
He opens his map than adds the waypoint and when editing his video he cuts the part where he does that out.
Just download 64x64 skins from minecraft skins sites.
Enable the dialog wheel when editing the dialog
Rollback Post to RevisionRollBack
Those who want to chat or hang out, join me on discord
Want to support me? Become one of my patrons:
Someone please help? Still getting the crash between customnpcs and Thaumcraft using latest forge...
---- Minecraft Crash Report ----
WARNING: coremods are present:
ThaumcraftLoader (Thaumcraft-1.8.9-5.2.1.jar)
FldLoadingPlugin (FastLeafDecay-1.8-1.6.jar)
BIFLoader (BowInfinityFix-1.8.x-rv2.jar)
Contact their authors BEFORE contacting forge
// Why is it breaking
Time: 9/03/16 6:40 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:559)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:417)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ExceptionInInitializerError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:260)
at noppes.npcs.ModelDataShared.setEntityClass(ModelDataShared.java:125)
at noppes.npcs.ModelDataShared.readFromNBT(ModelDataShared.java:55)
at noppes.npcs.client.controllers.Preset.readFromNBT(Preset.java:24)
at noppes.npcs.client.controllers.PresetController.load(PresetController.java:40)
at noppes.npcs.client.controllers.PresetController.<init>(PresetController.java:23)
at noppes.npcs.client.ClientProxy.load(ClientProxy.java:269)
at noppes.npcs.CustomNpcs.load(CustomNpcs.java:240)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:560)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:211)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:189)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.enchantment.EnchantmentData.<init>(SourceFile:10)
at thaumcraft.common.entities.monster.EntityPech.<clinit>(EntityPech.java:842)
... 45 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 4781962096 bytes (4560 MB) / 6174015488 bytes (5888 MB) up to 6174015488 bytes (5888 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx6144M -Xms6144M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.19 Powered by Forge 11.15.1.1764 18 mods loaded, 18 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.1.1764.jar)
UCH Forge{11.15.1.1764} [Minecraft Forge] (forge-1.8.9-11.15.1.1764.jar)
UCH bowinfinityfix{rv2} [Bow Infinity Fix] (minecraft.jar)
UCH Backpack{2.0.1} [Backpack] (backpack-2.0.1-1.8.x.jar)
UCH Chameleon{1.8.9-0.2.1} [Chameleon] (Chameleon-1.8.9-0.2.1.jar)
UCH chisel{@[email protected]} [Chisel] (Chisel-MC1.8.9-0.0.2.6.jar)
UCE customnpcs{1.8.9_beta} [CustomNPCs] (CustomNpcs_1.8.9_beta(21feb16).jar)
UCH fastleafdecay{1.6} [Fast Leaf Decay] (FastLeafDecay-1.8-1.6.jar)
UCH graves{1.8.9-b39-universal} [Graves Mod] (graves-1.8.9-b39-universal.jar)
UCH IronChest{6.0.125.770} [Iron Chest] (ironchest-1.8.9-6.0.125.770.jar)
UCH mantle{1.8.9-0.7.jenkins72} [Mantle] (Mantle-1.8.9-0.7.jar)
UCH MapWriter{2.3.13} [MapWriter] (MapWriter-1.8.9-2.3.13.jar)
UCH clayspawn{1.8.9a} [Pam's Clay Spawn] (Pam's Clay Spawn 1.8.9a.jar)
UCH getalltheseeds{1.8.9a} [Pam's Get all the Seeds!] (Pam's Get all the Seeds! 1.8.9a.jar)
UCH tconstruct{1.8.9-2.0.2.jenkins61} [Tinkers' Construct] (TConstruct-1.8.9-2.0.2.jar)
UCH Baubles{1.1.3.0} [Baubles] (Baubles-1.8.9-1.1.3.0.jar)
UCH Thaumcraft{5.2.1} [Thaumcraft] (Thaumcraft-1.8.9-5.2.1.jar)
Loaded coremods (and transformers):
ThaumcraftLoader (Thaumcraft-1.8.9-5.2.1.jar)
aa thanx alot ,ya i never waited to fully grow potato, and no not gave them seeds. gona try now. What abute miners? wher can i set them up?
As far as i know there is no miners job at the moment but you can set up some npc to just walk around a mine or set them to look at the wall with a pick in hand if you want.
Do you have a deobfuscated/development version available?
I would like to try to get Pokecube to properly support Custom NPCs, but it would be much easier to do and test things with a version I can run in my development environment.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Is there a way to load a flans mod vehicle model as the NPC model in 1.7.10? I desperately need Living Vehicles the size of tiny. Reason i need this so i can make Living Vehicles shoot the enemies of the Nation. And no not drivable ones. This would be a great small addition.
How do I edit the textures for customnpc items and models (for example, the diamond broadsword or the "NPC Dragon")?
Thanks for the help by the way, you guys are the best.
This would be really simple to do. I would put this in the Attack tab of the script interface (this is for 1.8 & down)
//first you want to know what is in the attackers hand
//but first check if the hand is empty!
if (npc.getRightItem() == null ) {
//do nothing
// if not empty then what? check for a Saber
} else if (npc.getRightItem().name == "customnpcs:npcSaber") {
//then do something like set its melee strength plus 10
event.setDammage(npc.getMeleeStrength()+10);
}
Thats it, you could check for something in left hand -> npc.getLeftItem() == "??" or both with a && between two comparisons. You could copy the else if down again ( and again) to create many possible weapons the npc could have - etc etc
Really just 3 lines of code or so - the lines beginning with "//" are just comments and could be removed - change the name in the "" to what ever weapon you want.
Once you have placed a builder block, make sure you have selected a .schematic file and enabled it via the button in the menu. Preview needs to be off. Now you will need to place an NPC close by with the builder job (set this by going to the advanced tab and changing the job until it says builder).
Well, to put it simply, if you know how to create your own resource pack it'd be quite simple honestly. How much do you know about making a resource pack?
Great - I don't see anything that can make a NPC really use a fishing rod. And I was wondering about the fish too - what are you using for the fish, is it some other mod or is it NPC fish?
Thanks for making this MOD. We have endless fun playing with this mod.
This is the second time I have seen this happen on the forum. I had a world that kept locking up and though it was corrupt (about 0 fps then white screen)
Went in with MCedit and found a BUNCH of bats around/inside one of the buildings the NPC builders made. Deleted them and all was fine.?
Actually I have a copy of that world - a little over 6000 bats in the area of a large building says MCedit.
I know the basics. But I don't know where to find the files for CustomNPC-specific textures (like a scythe for example). I presume they're not in the same place as the vanilla texture files?
It's good that you know at least the basics, I don't want to get into teaching that. The files you're looking for are in the assets folder of the mod, then further under customnpcs>textures. Not very different to the vanilla game files right? From here it's self explanatory.
A few that may confuse you could be the "cloak", "models" and "overlays" as they are specific to custom NPC's. If you aren't familiar with some game terms, "GUI" is the menu textures for the mod's custom user interface and "entity" is the AI/mob skins.
How can I make an NPC shoot a projectile backwards?
[center]
[center]
quick one guys, is the nation.jar required server-side for multiplay too?
just seen i got auto-corrected into nonsense, "nation.jar" was supposed to read "nashorn.jar"
Well if you could puppet them to have their head backwards you could probably pull it off. Not sure if that is what Noppes intended because the scale goes from 0 to 180 (in the middle looking straight ahead) to 360 - but the head only moves 180 degrees from side to side. And the same with the other body parts - maybe it would be too painful??
i wonder how Dan do it. After contacting Brad the new Waypoints created (Because i see Dan use Voxelmaps mod)
Also where i can find other CustomNPC content packs with 16x16 and 32x32 size? i using the normal CustomNPC content packs and its 32x64 size, but my skin size is 16x16 and 32x32 in some version
oh
and also how to make NPC dialogs like Dan do in that image?
Hmm is this on version 1.8 or 1.8.9?
If you want javascript to work on your server the nashorn.jar needs to be on the server-side yes. Client side doesnt need the nashorn.jar
He opens his map than adds the waypoint and when editing his video he cuts the part where he does that out.
Just download 64x64 skins from minecraft skins sites.
Enable the dialog wheel when editing the dialog
Want to support me? Become one of my patrons:
Someone please help? Still getting the crash between customnpcs and Thaumcraft using latest forge...
---- Minecraft Crash Report ----

WARNING: coremods are present:
ThaumcraftLoader (Thaumcraft-1.8.9-5.2.1.jar)
FldLoadingPlugin (FastLeafDecay-1.8-1.6.jar)
BIFLoader (BowInfinityFix-1.8.x-rv2.jar)
Contact their authors BEFORE contacting forge
// Why is it breaking
Time: 9/03/16 6:40 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:559)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:417)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ExceptionInInitializerError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:260)
at noppes.npcs.ModelDataShared.setEntityClass(ModelDataShared.java:125)
at noppes.npcs.ModelDataShared.readFromNBT(ModelDataShared.java:55)
at noppes.npcs.client.controllers.Preset.readFromNBT(Preset.java:24)
at noppes.npcs.client.controllers.PresetController.load(PresetController.java:40)
at noppes.npcs.client.controllers.PresetController.<init>(PresetController.java:23)
at noppes.npcs.client.ClientProxy.load(ClientProxy.java:269)
at noppes.npcs.CustomNpcs.load(CustomNpcs.java:240)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:560)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:211)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:189)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.enchantment.EnchantmentData.<init>(SourceFile:10)
at thaumcraft.common.entities.monster.EntityPech.<clinit>(EntityPech.java:842)
... 45 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 4781962096 bytes (4560 MB) / 6174015488 bytes (5888 MB) up to 6174015488 bytes (5888 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx6144M -Xms6144M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.19 Powered by Forge 11.15.1.1764 18 mods loaded, 18 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.1.1764.jar)
UCH Forge{11.15.1.1764} [Minecraft Forge] (forge-1.8.9-11.15.1.1764.jar)
UCH bowinfinityfix{rv2} [Bow Infinity Fix] (minecraft.jar)
UCH Backpack{2.0.1} [Backpack] (backpack-2.0.1-1.8.x.jar)
UCH Chameleon{1.8.9-0.2.1} [Chameleon] (Chameleon-1.8.9-0.2.1.jar)
UCH chisel{@[email protected]} [Chisel] (Chisel-MC1.8.9-0.0.2.6.jar)
UCE customnpcs{1.8.9_beta} [CustomNPCs] (CustomNpcs_1.8.9_beta(21feb16).jar)
UCH fastleafdecay{1.6} [Fast Leaf Decay] (FastLeafDecay-1.8-1.6.jar)
UCH graves{1.8.9-b39-universal} [Graves Mod] (graves-1.8.9-b39-universal.jar)
UCH IronChest{6.0.125.770} [Iron Chest] (ironchest-1.8.9-6.0.125.770.jar)
UCH mantle{1.8.9-0.7.jenkins72} [Mantle] (Mantle-1.8.9-0.7.jar)
UCH MapWriter{2.3.13} [MapWriter] (MapWriter-1.8.9-2.3.13.jar)
UCH clayspawn{1.8.9a} [Pam's Clay Spawn] (Pam's Clay Spawn 1.8.9a.jar)
UCH getalltheseeds{1.8.9a} [Pam's Get all the Seeds!] (Pam's Get all the Seeds! 1.8.9a.jar)
UCH tconstruct{1.8.9-2.0.2.jenkins61} [Tinkers' Construct] (TConstruct-1.8.9-2.0.2.jar)
UCH Baubles{1.1.3.0} [Baubles] (Baubles-1.8.9-1.1.3.0.jar)
UCH Thaumcraft{5.2.1} [Thaumcraft] (Thaumcraft-1.8.9-5.2.1.jar)
Loaded coremods (and transformers):
ThaumcraftLoader (Thaumcraft-1.8.9-5.2.1.jar)
FldLoadingPlugin (FastLeafDecay-1.8-1.6.jar)
com.olafski.fastleafdecay.FldTransformer
BIFLoader (BowInfinityFix-1.8.x-rv2.jar)
com.github.parker8283.bif.Transformer
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 353.54' Renderer: 'GeForce GTX 750 Ti/PCIe/SSE2'
Pulsar/tconstruct loaded Pulses:
- TinkerCommons (Enabled/Forced)
- TinkerWorld (Enabled/Not Forced)
- TinkerTools (Enabled/Not Forced)
- TinkerSmeltery (Enabled/Not Forced)
- TinkerGadgets (Enabled/Not Forced)
- TinkerOredict (Enabled/Forced)
- TinkerIntegration (Enabled/Forced)
- TinkerFluids (Enabled/Forced)
- TinkerMaterials (Enabled/Forced)
- TinkerDebug (Enabled/Not Forced)
did you try giving them seeds? i think they need to have them to start a field.
As far as i know there is no miners job at the moment but you can set up some npc to just walk around a mine or set them to look at the wall with a pick in hand if you want.
Do you have a deobfuscated/development version available?
I would like to try to get Pokecube to properly support Custom NPCs, but it would be much easier to do and test things with a version I can run in my development environment.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
if I get killed by neutral npc I cant attack it again after respawning.
Is there a way to load a flans mod vehicle model as the NPC model in 1.7.10? I desperately need Living Vehicles the size of tiny. Reason i need this so i can make Living Vehicles shoot the enemies of the Nation. And no not drivable ones. This would be a great small addition.