This is thread for continuation of Ancient Warfare mod in 1.12+ for which shadowmage45 has given me permission to continue with maintenance in the original github repo and produce releases as well.
All of 1.7.10 features are working in 1.12. I have also recently released the first version that includes vehicles last seen in 1.6.4, just needs recipes included, for now the vehicles and ammo can be cheated in.
Torque stuff running in 1.12.2 as that was one of the most complicated things I had to port at the time:
Contributions
If you're the contributing type there are several ways you can help
Testing
Ancient Warfare is a very big mod so there's quite a bit of testing to be done and if you're willing to help with that (at the risk of getting your world corrupted multiple times) I could start producing alpha builds early and get those to you.
Ideas/Suggestions
If you have played with Ancient Warfare in the past I am sure that you have an opinion about a feature or two. So let me know your thoughts on what you like, don't like, new suggestions. Let me know here or in the github repo https://github.com/P3pp3rF1y/AncientWarfare2.
What about RF support in torque stuff? Make it less trivial?
NPC enhancements?
Change research?
Is the world gen too flat?
Some textures that really need an update? (I know for sure that all the worksites would deserve one)
You have questions / suggestions / or just want to chat?
Join Discord channel
I know that this is very bare bones post, expect more to be added here as stuff is being worked on and builds are released. Also if you're missing any kind of information please let me know and if possible I will add here.
There's no 1.10 version of Ancient Warfare and I don't have time to backport it there so most probably will never be. But most of the mods have updated to 1.12 so you should hopefully be able to use that version with Ancient Warfare when it's out.
Glad to see this coming back, whenever the alpha builds come I'd love to test them, I miss this mod since I haven't played the 1.7.10 version in a few months to a year now. I'm really excited to play this again when its ready enough for testing stages!
Ideas I agree with:
-RF is good but obviously FE or Tesla support would be good. Other means like how Rotary Craft or mechanical mods would use Torque and other depths to it for the shafts would be good but not sure. I suck at working them out since I am not well mechanical power or IRL power with Volts, Watts & Amps knowledgeable but that's just me, it is a mod after all it doesn't have to, not that its a bad thing for an idea it could benefit the mod more as an idea, so I don't think less of the idea. Depends on the depth you'd put into it. Unless its just a name change or something rather than value changes. Just thinking out loud don't mind me.
-Vehicles maybe for those that miss them. I don't know much about them since only played a bit of 1.5.2 AW for seeing what it was like one time to look at the history of the mod's progression since made a video on mod history.
-Any new module, or other creative ideas you have that you want added to the mod for simplifying or something (like more additions to any of the modules once the mod is in good enough condition to do so of course. From say the technology, to the world gen to just anything you yourself think would work for the mod).
Unchanged or Unsure:
-Love the research, if you want differences that's fine but I like it the way it is. I have only properly played the 1.7.10 version so anything from AW1 I haven't really touched all that much but maybe a mix of the too like a preferred research format. Its a bit complex, but an idea.
-NPC enchancements, hmm, sounds interesting, any ideas in mind for that like trades of AW components, or enchantments or something. I think the structures and AW NPCs were very cool to see when exploring the world with their shops, the manual automation aspects were really diverse than just machines and pipes all the time like with other mods. Not sure yet. Mostly just fix anything the mod needs fixes for then will probably get back to that.
Any ideas as to why there isn't a catapult? I'm running it on 1.7.10 at the moment. Also a video or a wiki on how to get the NPC's to actually do research would be AMAZING.
I am willing test out new builds for this mod. I have quite a few alpha-grade mods in the pack im playing on, and i have not ran into any issues with them.
Hi there! Just wanted to let you know that I am a big fan of this mod, and very happy you have decided to take on this task of getting it on the current version of Minecraft! Also, I just posted a crash report to the Github issues page, and described my problem in detail, and I am just posting this to let you know. I also wanted to get notifications from this thread, soooo here we are. Thanks again!
Just to update here as well. I have fixed the initial issues yesterday and have released another alpha today mostly focusing on fixing all stuff around warehouse.
Here are details:
1.12.2-2.4.9
Fixed manifest to include info about at file - should fix IllegalAccessError in EntityAINearestAttackableTarget
Added condition around one JEI line call - stops crashing when JEI isn't present
1.12.2-2.4.10
Fixed teleport and bard sounds
Warehouse fixes
- Fixed adding storage blocks to warehouse controller - fixes controller not seeing these and thus unable to insert or display items
- Fixed handling of filter stacks - fixes issue with warehouse stock viewer
- Fixed taking from stacks with count > max stack size
- Fixed warehouse storage filters
Fixed mailboxes receiving items
And another set of releases happened in the meantime - details below.
If you find any issues please report them on github it really helps a lot and I try to focus on fixing what was found by you as the top priority so basically if you report it you are pretty sure it will be fixed in a few days.
1.12.2-2.4.11
Limited research recipes to actually require research and be only craftable in blocks that are meant for research recipes.
Fixed AbstractMethodError issue with warehouse blocks
Fixed removing reference to warehouse controller when the controller is removed from the world. Also fixes just placed controller finding storage blocks that just had their controller removed.
1.12.2-2.4.12
Fixed order copy recipe to work with empty stacks instead of nulls. This fixes interaction issue with Buildcraft's worktable.
Fixed Engineering table and Warehouse Crafting Station not losing items on world save and auto crafting table becoming inaccesible after load.
Fixed deluxe chunk loader chunk pos references - fixes also its GUI (which wasn't showing checks previously when buttons were clicked)
One more fix to position of NPCs sleeping in bed - simplified and hopefully last one.
Fixed world gen redstone blocks to update neighbors so that powered lights actually get powered.
Fixed placing paintings in generated structures
Added ability to override research recipes in config folder
1.12.2-2.4.13
Fixed engineering station dupe bug
Fixed items being displayed as too flat and with too light in some of the GUIs.
Fixed selection overlay in research station
Fixed mass production research required items.
Fixed display of planks in research required items.
Fixed drafting station to actually provide output on consuming all the resources.
Fixed survival structure builder to actually finish clearing code and start building
Also fixed its code to be able to clear all blocks in the bounding box and not just bottom most layer.
Fixed parts of drafting station GUI getting dark once a template was selected.
Fixed farmland resource display in drafting station for garden templates.
Fixed displaying item tooltips in all GUIs.
Fixed research progress and queue to be saved on world close.
And another set of releases happened in the meantime - details below.
If you find any issues please report them on github it really helps a lot and I try to focus on fixing what was found by you as the top priority so basically if you report it you are pretty sure it will be fixed in a few days.
You are awesome P3pp3rF1y! This is one of my most favorite Minecraft mods! Thanks for all your time and effort in keeping it alive! I'll play test it now!
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2012
Posts:
159
Member Details
Really happy to see someone taking on updating this mod for real after all this time! I was always disappointed that the vehicle module was never updated for 1.7.10, so to see hope it can see the light of day again, even many versions later, makes me really happy! I hope it's not too much trouble to get that module updated.
Hi! I'm just starting out with using this mod, I'm using it in singleplayer in a modpack (Enigmatica 2) and I have a few questions about it - specifically the worldgen.
1. I'm not sure what buildings it adds to villages? I'm also a bit confused as to what some of the config options do. I've got this in my version of the mod:
##########################################################################################################
# b_village-gen_settings
#--------------------------------------------------------------------------------------------------------#
# Settings that effect the generation of vanilla villages.
# Currently there are no village-generation options, and no structures will generate in villages.
##########################################################################################################
b_village-gen_settings {
}
So... is village improvement not a thing in this mod yet? Or are parts of it implemented but not active?
2. What settings should I use if I want all the default factions (Pirates, bandits, vikings, natives, etc.) fairly well-represented in the world? With lots of structures. I've fiddled with the settings a bit, changing values and testing, and of course turned all the world spawn options on, but so far I haven't been able to make a world that's got more than a few isolated faction holdings.
3. Is it possible to add factions from other mods (looking at Toro Mod)? Or is there a way to give faction 'standings' for factions from other mods?
4. Is there a way to 'group' faction holdings? I.E., keeps and whatnot generating w/in a certain distance of a faction are owned by that faction?
5. Is there a repository for skins for factions?
6. Is there a way to get factions not your own to grow, for ex. by trading with them a lot they start to get better stuff and make buildings?
The Meaning of Life, the Universe, and Everything.
Join Date:
9/2/2013
Posts:
59
Member Details
Hey, I just randomly stumbled on this. It's awesome that this mod is being continued! I loved this mod a few years ago, I'm excited to try this on modern Minecraft now!
You can use D:rf_energy_conversion_factor and set it to 0 to stop RF from being useful in AW2.
I have a plan to get rid of general compatibility with RF and instead add something like dynamo block that will be able to consume energy and produce torque power. And I will likely keep this conversion option on there.
Hi! I'm just starting out with using this mod, I'm using it in singleplayer in a modpack (Enigmatica 2) and I have a few questions about it - specifically the worldgen.
1. I'm not sure what buildings it adds to villages? I'm also a bit confused as to what some of the config options do. I've got this in my version of the mod:
##########################################################################################################
# b_village-gen_settings
#--------------------------------------------------------------------------------------------------------#
# Settings that effect the generation of vanilla villages.
# Currently there are no village-generation options, and no structures will generate in villages.
##########################################################################################################
b_village-gen_settings {
}
So... is village improvement not a thing in this mod yet? Or are parts of it implemented but not active?
2. What settings should I use if I want all the default factions (Pirates, bandits, vikings, natives, etc.) fairly well-represented in the world? With lots of structures. I've fiddled with the settings a bit, changing values and testing, and of course turned all the world spawn options on, but so far I haven't been able to make a world that's got more than a few isolated faction holdings.
3. Is it possible to add factions from other mods (looking at Toro Mod)? Or is there a way to give faction 'standings' for factions from other mods?
4. Is there a way to 'group' faction holdings? I.E., keeps and whatnot generating w/in a certain distance of a faction are owned by that faction?
5. Is there a repository for skins for factions?
6. Is there a way to get factions not your own to grow, for ex. by trading with them a lot they start to get better stuff and make buildings?
1. There are no village additions in the mod at this moment. Not sure what shadowmage had in plan for that. AW however creates its own villages.
2. AncientWarfareStructures.cfg has quite a few settings to modify how structure generate. Primarily decresing search ranges and increasing cluster values will do the job of more dense structure gen.
3. Not possible at the moment. You can add this as enhancement on github, but I would see that as lower priority compared to the other stuff on there already
4. No there's nothing in the structure gen that would look for something like faction areas. I could potentially add this when I am refactoring all of the world gen. Again feel free to enter as enhancement.
5. Skins are included in the mod. I would also like to improve on these in the future so if you would like to be part of that effort I am definitely interested to see any suggestions regarding that.
6. This is a nice idea that is very involved, I have some additional ideas myself (like factions owning properties and player being required to buy from them or actually getting negative reputation with them if they start breaking blocks within the area they own). Again feel free to put any suggestions on github.
This is thread for continuation of Ancient Warfare mod in 1.12+ for which shadowmage45 has given me permission to continue with maintenance in the original github repo and produce releases as well.
Current status
There have been quite a few releases since the first one 4 months ago, you can see all of those at https://minecraft.curseforge.com/projects/ancient-warfare-2.
All of 1.7.10 features are working in 1.12. I have also recently released the first version that includes vehicles last seen in 1.6.4, just needs recipes included, for now the vehicles and ammo can be cheated in.
Torque stuff running in 1.12.2 as that was one of the most complicated things I had to port at the time:
Contributions
If you're the contributing type there are several ways you can help
Testing
Ancient Warfare is a very big mod so there's quite a bit of testing to be done and if you're willing to help with that (at the risk of getting your world corrupted multiple times) I could start producing alpha builds early and get those to you.
Ideas/Suggestions
If you have played with Ancient Warfare in the past I am sure that you have an opinion about a feature or two. So let me know your thoughts on what you like, don't like, new suggestions. Let me know here or in the github repo https://github.com/P3pp3rF1y/AncientWarfare2.
What about RF support in torque stuff? Make it less trivial?
NPC enhancements?
Change research?
Is the world gen too flat?
Some textures that really need an update? (I know for sure that all the worksites would deserve one)
You have questions / suggestions / or just want to chat?
Join Discord channel
I know that this is very bare bones post, expect more to be added here as stuff is being worked on and builds are released. Also if you're missing any kind of information please let me know and if possible I will add here.
There's no 1.10 version of Ancient Warfare and I don't have time to backport it there so most probably will never be. But most of the mods have updated to 1.12 so you should hopefully be able to use that version with Ancient Warfare when it's out.
Glad to see this coming back, whenever the alpha builds come I'd love to test them, I miss this mod since I haven't played the 1.7.10 version in a few months to a year now. I'm really excited to play this again when its ready enough for testing stages!
Ideas I agree with:
-RF is good but obviously FE or Tesla support would be good. Other means like how Rotary Craft or mechanical mods would use Torque and other depths to it for the shafts would be good but not sure. I suck at working them out since I am not well mechanical power or IRL power with Volts, Watts & Amps knowledgeable but that's just me, it is a mod after all it doesn't have to, not that its a bad thing for an idea it could benefit the mod more as an idea, so I don't think less of the idea. Depends on the depth you'd put into it. Unless its just a name change or something rather than value changes. Just thinking out loud don't mind me.
-Vehicles maybe for those that miss them. I don't know much about them since only played a bit of 1.5.2 AW for seeing what it was like one time to look at the history of the mod's progression since made a video on mod history.
-Any new module, or other creative ideas you have that you want added to the mod for simplifying or something (like more additions to any of the modules once the mod is in good enough condition to do so of course. From say the technology, to the world gen to just anything you yourself think would work for the mod).
Unchanged or Unsure:
-Love the research, if you want differences that's fine but I like it the way it is. I have only properly played the 1.7.10 version so anything from AW1 I haven't really touched all that much but maybe a mix of the too like a preferred research format. Its a bit complex, but an idea.
-NPC enchancements, hmm, sounds interesting, any ideas in mind for that like trades of AW components, or enchantments or something. I think the structures and AW NPCs were very cool to see when exploring the world with their shops, the manual automation aspects were really diverse than just machines and pipes all the time like with other mods. Not sure yet. Mostly just fix anything the mod needs fixes for then will probably get back to that.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, "Duck" "Fabric/Old Modloaders Enthusiast"
Thread Maintainer of APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, "Legacy/Cursed Fabric/Ornithe", "Power API/Tesla", Rift/Fabric/Forge 1.13 to 1.17. "" = active support projects
"Wikis" Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2, "https://ftb.fandom.com/wiki/Quilt", https://ftb.fandom.com/wiki/UserProfile:SuntannedDuck2, "https://gran-turismo.fandom.com/wiki/Gran_Turismo_4_Toyota_Prius_Edition"
Any ideas as to why there isn't a catapult? I'm running it on 1.7.10 at the moment. Also a video or a wiki on how to get the NPC's to actually do research would be AMAZING.
Why can't I find this mod on Twitch for Minecraft mods?
Are you looking for 1.12 version there? There isn't one yet. But you should be able to find 1.7.10 version of the mod.
I am willing test out new builds for this mod. I have quite a few alpha-grade mods in the pack im playing on, and i have not ran into any issues with them.
Here you go - the first very early alpha release of Ancient Warfare for MC 1.12.2 at the usual location on CurseForge https://t.co/0vq99MT9aa.
Just be warned there are issues some that I know of, some that I don't. You can let me know about any on https://github.com/shadowmage45/AncientWarfare2/issues.
Hi there! Just wanted to let you know that I am a big fan of this mod, and very happy you have decided to take on this task of getting it on the current version of Minecraft! Also, I just posted a crash report to the Github issues page, and described my problem in detail, and I am just posting this to let you know. I also wanted to get notifications from this thread, soooo here we are. Thanks again!
Just to update here as well. I have fixed the initial issues yesterday and have released another alpha today mostly focusing on fixing all stuff around warehouse.
Here are details:
1.12.2-2.4.9
Fixed manifest to include info about at file - should fix IllegalAccessError in EntityAINearestAttackableTarget
Added condition around one JEI line call - stops crashing when JEI isn't present
1.12.2-2.4.10
Fixed teleport and bard sounds
Warehouse fixes
- Fixed adding storage blocks to warehouse controller - fixes controller not seeing these and thus unable to insert or display items
- Fixed handling of filter stacks - fixes issue with warehouse stock viewer
- Fixed taking from stacks with count > max stack size
- Fixed warehouse storage filters
Fixed mailboxes receiving items
I LOVED this mod and don't understand why I have not been able to find an updated version.
And another set of releases happened in the meantime - details below.
If you find any issues please report them on github it really helps a lot and I try to focus on fixing what was found by you as the top priority so basically if you report it you are pretty sure it will be fixed in a few days.
1.12.2-2.4.11
Limited research recipes to actually require research and be only craftable in blocks that are meant for research recipes.
Fixed AbstractMethodError issue with warehouse blocks
Fixed removing reference to warehouse controller when the controller is removed from the world. Also fixes just placed controller finding storage blocks that just had their controller removed.
1.12.2-2.4.12
Fixed order copy recipe to work with empty stacks instead of nulls. This fixes interaction issue with Buildcraft's worktable.
Fixed Engineering table and Warehouse Crafting Station not losing items on world save and auto crafting table becoming inaccesible after load.
Fixed deluxe chunk loader chunk pos references - fixes also its GUI (which wasn't showing checks previously when buttons were clicked)
One more fix to position of NPCs sleeping in bed - simplified and hopefully last one.
Fixed world gen redstone blocks to update neighbors so that powered lights actually get powered.
Fixed placing paintings in generated structures
Added ability to override research recipes in config folder
1.12.2-2.4.13
Fixed engineering station dupe bug
Fixed items being displayed as too flat and with too light in some of the GUIs.
Fixed selection overlay in research station
Fixed mass production research required items.
Fixed display of planks in research required items.
Fixed drafting station to actually provide output on consuming all the resources.
Fixed survival structure builder to actually finish clearing code and start building
Also fixed its code to be able to clear all blocks in the bounding box and not just bottom most layer.
Fixed parts of drafting station GUI getting dark once a template was selected.
Fixed farmland resource display in drafting station for garden templates.
Fixed displaying item tooltips in all GUIs.
Fixed research progress and queue to be saved on world close.
You are awesome P3pp3rF1y! This is one of my most favorite Minecraft mods! Thanks for all your time and effort in keeping it alive! I'll play test it now!
Really happy to see someone taking on updating this mod for real after all this time! I was always disappointed that the vehicle module was never updated for 1.7.10, so to see hope it can see the light of day again, even many versions later, makes me really happy! I hope it's not too much trouble to get that module updated.
Hi! I'm just starting out with using this mod, I'm using it in singleplayer in a modpack (Enigmatica 2) and I have a few questions about it - specifically the worldgen.
1. I'm not sure what buildings it adds to villages? I'm also a bit confused as to what some of the config options do. I've got this in my version of the mod:
##########################################################################################################
# b_village-gen_settings
#--------------------------------------------------------------------------------------------------------#
# Settings that effect the generation of vanilla villages.
# Currently there are no village-generation options, and no structures will generate in villages.
##########################################################################################################
b_village-gen_settings {
}
So... is village improvement not a thing in this mod yet? Or are parts of it implemented but not active?
2. What settings should I use if I want all the default factions (Pirates, bandits, vikings, natives, etc.) fairly well-represented in the world? With lots of structures. I've fiddled with the settings a bit, changing values and testing, and of course turned all the world spawn options on, but so far I haven't been able to make a world that's got more than a few isolated faction holdings.
3. Is it possible to add factions from other mods (looking at Toro Mod)? Or is there a way to give faction 'standings' for factions from other mods?
4. Is there a way to 'group' faction holdings? I.E., keeps and whatnot generating w/in a certain distance of a faction are owned by that faction?
5. Is there a repository for skins for factions?
6. Is there a way to get factions not your own to grow, for ex. by trading with them a lot they start to get better stuff and make buildings?
Hey if I wanted to disable RF compatibility with other mods, is there a config for that?
http://m.youtube.com/watch?v=fKJDAVvs_JA
Would you consider making this mod backwards compatible to 1.10.2?
(EDIT) I looked further up and saw that you already nixed that idea. Nevermind.
Hey, I just randomly stumbled on this. It's awesome that this mod is being continued! I loved this mod a few years ago, I'm excited to try this on modern Minecraft now!
You can use D:rf_energy_conversion_factor and set it to 0 to stop RF from being useful in AW2.
I have a plan to get rid of general compatibility with RF and instead add something like dynamo block that will be able to consume energy and produce torque power. And I will likely keep this conversion option on there.
1. There are no village additions in the mod at this moment. Not sure what shadowmage had in plan for that. AW however creates its own villages.
2. AncientWarfareStructures.cfg has quite a few settings to modify how structure generate. Primarily decresing search ranges and increasing cluster values will do the job of more dense structure gen.
3. Not possible at the moment. You can add this as enhancement on github, but I would see that as lower priority compared to the other stuff on there already
4. No there's nothing in the structure gen that would look for something like faction areas. I could potentially add this when I am refactoring all of the world gen. Again feel free to enter as enhancement.
5. Skins are included in the mod. I would also like to improve on these in the future so if you would like to be part of that effort I am definitely interested to see any suggestions regarding that.
6. This is a nice idea that is very involved, I have some additional ideas myself (like factions owning properties and player being required to buy from them or actually getting negative reputation with them if they start breaking blocks within the area they own). Again feel free to put any suggestions on github.