The Meaning of Life, the Universe, and Everything.
Join Date:
7/7/2015
Posts:
63
Member Details
First, I want to say that you are doing an amazing job with this and I'm so glad someone picked this back up. I have long considered this an essential mod for any time the Minecraft bug bites me and its great to finally be able to play it in 1.12.2. Thank you.
That said, the default loot for the structures is pretty lacking. Do you have plans to tweak that in the future? Raiding a huge bandit camp for a few in game days ( love me some survival mode } and coming away with a half stack of bread, some iron, a few swords and 30 bows is very underwhelming. I seem to remember AW2 in 1.7 having amazing loot tables though.
I unfortunately don't have a lot of time or I'd go in and try to tweak the tables myself or i totally would. I love configs.
If its just a set of config files, does anyone out there maybe have a more rewarding set they'd let me play with?
Either way, keep up the good work. I tell everyone I ever play with about this mod and will continue to do so.
I absolutely adore this mod, and will continue to. I am fairly new, as well as this being my first forum post, ever, and have a question. I grasped all of the major ( except the trading, heh) concepts, but I am stuck on one in particular: Diplomacy. This meaning, I am stuck with the aspect of the AI-controlled bases and how I gain "points" to become friendly to them. Is there a way to join a faction when you create a world, or is it through a selection I do not know? (I know you can manipulate the values through configuration, but I rather do it naturally.) Through the 1.7.10 guide, and multiple videos, I know there is a way to gain standing by trading, but I am utterly confused on that aspect too.
Thanks,
Sneakyninjajj
(Personal note, if the person reading this does not mind my asking, how do you double-space on this? Thanks)
Hey, just found this mod and am loving it. However, I was wondering if the vehicles are still planned to be added and if so, is there any idea of when that would be? thanks
The Meaning of Life, the Universe, and Everything.
Join Date:
2/28/2016
Posts:
47
Member Details
Hello, I'm here to repeat what the person before me said! Thanks for bringing this mod back to life! This is a great and unique mod from the past and I'm glad to see it updated. Keep up the great work!
is there a way to empty a hopper into the warehouse? I know you used to be able to in the 1.6.4 version, but i cant here in the 1.12.2. will this be fixed or is there a way to do so already?
First, I want to say that you are doing an amazing job with this and I'm so glad someone picked this back up. I have long considered this an essential mod for any time the Minecraft bug bites me and its great to finally be able to play it in 1.12.2. Thank you.
That said, the default loot for the structures is pretty lacking. Do you have plans to tweak that in the future? Raiding a huge bandit camp for a few in game days ( love me some survival mode } and coming away with a half stack of bread, some iron, a few swords and 30 bows is very underwhelming. I seem to remember AW2 in 1.7 having amazing loot tables though.
I unfortunately don't have a lot of time or I'd go in and try to tweak the tables myself or i totally would. I love configs.
If its just a set of config files, does anyone out there maybe have a more rewarding set they'd let me play with?
Either way, keep up the good work. I tell everyone I ever play with about this mod and will continue to do so.
The loot actually uses vanilla dungeon's loot table so if mods actually add items to it in the standard way the modded items should end up being in the chests. Anyway if you have thoughts on what the loot tables may look like (even if it's just a sentence or two) feel free to suggest this on github so that I have better tracking of it.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2012
Posts:
159
Member Details
Just saw that you made the initial vehicle port for this mod and I gotta say I am ABSOLUTELY PSYCHED! I loved those things back in 1.6 and I am very much looking forward to using them again, thank you so much for your hard work!
I absolutely adore this mod, and will continue to. I am fairly new, as well as this being my first forum post, ever, and have a question. I grasped all of the major ( except the trading, heh) concepts, but I am stuck on one in particular: Diplomacy. This meaning, I am stuck with the aspect of the AI-controlled bases and how I gain "points" to become friendly to them. Is there a way to join a faction when you create a world, or is it through a selection I do not know? (I know you can manipulate the values through configuration, but I rather do it naturally.) Through the 1.7.10 guide, and multiple videos, I know there is a way to gain standing by trading, but I am utterly confused on that aspect too.
Thanks,
Sneakyninjajj
(Personal note, if the person reading this does not mind my asking, how do you double-space on this? Thanks)
I just parsed the code and it looks like the faction standing actually can only be adjusted through killing (to negative values) and commands. There's a bit of code prepared in there for adjusting the standing through trading I assume in trading posts. I am taking a note and will review this in the future so that there's actually a way to adjust. Also if you have thoughts on additional ways of improving the standing let me know.
Hey, just found this mod and am loving it. However, I was wondering if the vehicles are still planned to be added and if so, is there any idea of when that would be? thanks
So today I have released a 1.12 version that has all vehicles and related items from 1.6.4. At the moment you can only get these in creative only as I need to finish research and recipes, but I am getting there. I would assume that within a month you will be able to enjoy this in survival as well.
Hi P3pp3rF1y, just wanted to post a thank you for picking this mod up and updating for us all.
It is without doubt one of the single most enjoyable and engrossing mods ive ever played (and I bin around 8 yrs and tried thousands).
Thanks again, and if you need a tester let me know (ive played it since 1.6.4).
TG
Thanks a lot, certainly people responding with appreciation of what I have done makes me want to do more so keep it coming
And if you're interested in testing just play with the mod and let me know of any issues and suggestions on github. I try to release fairly often (when I am not porting huge chunks of code like vehicles recently that is) so I don't have anything like a test server.
Hello, I'm here to repeat what the person before me said! Thanks for bringing this mod back to life! This is a great and unique mod from the past and I'm glad to see it updated. Keep up the great work!
And I will repeat myself as well. Just keep this coming and I will try to do as much as possible to move the mod forward.
Thanks so much for bringing this mod back! could you please edit the recipes for autocrafting to be compatible with Pam's Harvestcraft so they do NOT consume the cooking utensils? (Bakeware,Pot, Pestle & mortar ...etc)
Any thoughts on possible integration and issue with other mods let me know on github as it's pretty hard to keep track of these on forums. thanks
is there a way to empty a hopper into the warehouse? I know you used to be able to in the 1.6.4 version, but i cant here in the 1.12.2. will this be fixed or is there a way to do so already?
You can use warehouse interface and hopper the items into it. But you will also need to power warehouse controller with torque power as emptying interface takes some power.
Just saw that you made the initial vehicle port for this mod and I gotta say I am ABSOLUTELY PSYCHED! I loved those things back in 1.6 and I am very much looking forward to using them again, thank you so much for your hard work!
Thank you. If you have any feedback how to improve the vehicles let me know as well. I know that controls are a little cumbersome and the GUIs a little too technical and complicated so I definitely want to make these more user friendly.
Thank you. If you have any feedback how to improve the vehicles let me know as well. I know that controls are a little cumbersome and the GUIs a little too technical and complicated so I definitely want to make these more user friendly.
Yeah, even back in 1.6 the vehicles almost required an instruction manual on hand to operate. I just now did a bit of firing tests with a cannon, haven't had too much issues with the cannon itself but I would recommend putting in the top left corner some of the controls, such as how to adjust the aim, select ammo, and opening the ammo GUI. I don't think it should be necessary to include the key for firing, but maybe an option. If it's not too technical I could recommend for people that want a quieter GUI or as much information as possible to have a way to edit the GUI in-game like with how it works in Ars Magica 2. This is only from just some messing around with a cannon though, and memories of how to use the siege weapons back in 1.6, most of my issues with it back then was tied to the lack of in-game instructions.
Trying not to go on too much of a ramble here and it has been a long time since I've really played with this mod, so there may be some things I may be forgetting after all this time. That all said, thank you for taking the time to read!
We now have discord channel at https://discord.gg/jNhkDfU so if you want to ask about something, make suggestions or just chat with others (granted it has just started) join us there.
New machine - Fruit Farm
- farms cocoa beans
- has compatibility with other mods
- Harvestcraft fruit trees
- Natura's berry bushes and saguaro fruit
- BoP berry bush
Crop Farm
- added more vanilla "crops" it can farm now
- harvest/plant sugar cane and cactus
- harvest/plant nether wart
- harvest small mushrooms that spread into its bounds
- additional mod compatibility
- harvest Natura's glowshrooms that spread into its bounds
- harvest/plant Immersive Engineering hemp
Added check for dimension white/black list to town generation to prevent these from generating in all dimensions despite config saying otherwise.
Added support for epic siege hostile ai check to auto targetting code. Will now properly make mobs target npc soldiers and NPCs target the mobs.
Fixed auto crafting table to keep remaining item in resource inventory if it doesn't change at all as part of the crafting recipe. Fixes issue for recipes like Harvestcraft kitchen equipment used in recipes.
Fixed upkeep order not working with townhall.
Fixed research notes to display the name of research that player learnt from right clicking them.
Fixed keybind category translation key
Changed sound block to only accept full blocks for camouflage. Fixes an issue with it accepting levers, pressure plates, ... and then being a see through broken block.
First, I want to say that you are doing an amazing job with this and I'm so glad someone picked this back up. I have long considered this an essential mod for any time the Minecraft bug bites me and its great to finally be able to play it in 1.12.2. Thank you.
That said, the default loot for the structures is pretty lacking. Do you have plans to tweak that in the future? Raiding a huge bandit camp for a few in game days ( love me some survival mode } and coming away with a half stack of bread, some iron, a few swords and 30 bows is very underwhelming. I seem to remember AW2 in 1.7 having amazing loot tables though.
I unfortunately don't have a lot of time or I'd go in and try to tweak the tables myself or i totally would. I love configs.
If its just a set of config files, does anyone out there maybe have a more rewarding set they'd let me play with?
Either way, keep up the good work. I tell everyone I ever play with about this mod and will continue to do so.
Hello,
I absolutely adore this mod, and will continue to. I am fairly new, as well as this being my first forum post, ever, and have a question. I grasped all of the major ( except the trading, heh) concepts, but I am stuck on one in particular: Diplomacy. This meaning, I am stuck with the aspect of the AI-controlled bases and how I gain "points" to become friendly to them. Is there a way to join a faction when you create a world, or is it through a selection I do not know? (I know you can manipulate the values through configuration, but I rather do it naturally.) Through the 1.7.10 guide, and multiple videos, I know there is a way to gain standing by trading, but I am utterly confused on that aspect too.
Thanks,
Sneakyninjajj
(Personal note, if the person reading this does not mind my asking, how do you double-space on this? Thanks)
Hey, just found this mod and am loving it. However, I was wondering if the vehicles are still planned to be added and if so, is there any idea of when that would be? thanks
Hi P3pp3rF1y, just wanted to post a thank you for picking this mod up and updating for us all.
It is without doubt one of the single most enjoyable and engrossing mods ive ever played (and I bin around 8 yrs and tried thousands).
Thanks again, and if you need a tester let me know (ive played it since 1.6.4).
TG
War doesn't decide who is right, just who is left...
Hello, I'm here to repeat what the person before me said! Thanks for bringing this mod back to life! This is a great and unique mod from the past and I'm glad to see it updated. Keep up the great work!
My modpacks:
A Farewell To Magic, Adventure Awaits, SetGameDifficulty Reika
is there a way to empty a hopper into the warehouse? I know you used to be able to in the 1.6.4 version, but i cant here in the 1.12.2. will this be fixed or is there a way to do so already?
I'm so happy this mod has been given new life, I love this mod on 1.7.10 and I'm hoping you will make it as great and better.
The loot actually uses vanilla dungeon's loot table so if mods actually add items to it in the standard way the modded items should end up being in the chests. Anyway if you have thoughts on what the loot tables may look like (even if it's just a sentence or two) feel free to suggest this on github so that I have better tracking of it.
Just saw that you made the initial vehicle port for this mod and I gotta say I am ABSOLUTELY PSYCHED! I loved those things back in 1.6 and I am very much looking forward to using them again, thank you so much for your hard work!
I just parsed the code and it looks like the faction standing actually can only be adjusted through killing (to negative values) and commands. There's a bit of code prepared in there for adjusting the standing through trading I assume in trading posts. I am taking a note and will review this in the future so that there's actually a way to adjust. Also if you have thoughts on additional ways of improving the standing let me know.
So today I have released a 1.12 version that has all vehicles and related items from 1.6.4. At the moment you can only get these in creative only as I need to finish research and recipes, but I am getting there. I would assume that within a month you will be able to enjoy this in survival as well.
Thanks a lot, certainly people responding with appreciation of what I have done makes me want to do more so keep it coming
And if you're interested in testing just play with the mod and let me know of any issues and suggestions on github. I try to release fairly often (when I am not porting huge chunks of code like vehicles recently that is) so I don't have anything like a test server.
And I will repeat myself as well. Just keep this coming and I will try to do as much as possible to move the mod forward.
Any thoughts on possible integration and issue with other mods let me know on github as it's pretty hard to keep track of these on forums. thanks
You can use warehouse interface and hopper the items into it. But you will also need to power warehouse controller with torque power as emptying interface takes some power.
Thank you.
Thank you. If you have any feedback how to improve the vehicles let me know as well. I know that controls are a little cumbersome and the GUIs a little too technical and complicated so I definitely want to make these more user friendly.
This mod is awesome! So I was wondering if there was a version of it for 1.10?
Nevermind, missed the first post
Yeah, even back in 1.6 the vehicles almost required an instruction manual on hand to operate. I just now did a bit of firing tests with a cannon, haven't had too much issues with the cannon itself but I would recommend putting in the top left corner some of the controls, such as how to adjust the aim, select ammo, and opening the ammo GUI. I don't think it should be necessary to include the key for firing, but maybe an option. If it's not too technical I could recommend for people that want a quieter GUI or as much information as possible to have a way to edit the GUI in-game like with how it works in Ars Magica 2. This is only from just some messing around with a cannon though, and memories of how to use the siege weapons back in 1.6, most of my issues with it back then was tied to the lack of in-game instructions.
Trying not to go on too much of a ramble here and it has been a long time since I've really played with this mod, so there may be some things I may be forgetting after all this time. That all said, thank you for taking the time to read!
Amazing mod! but is it compatable with animania animals?
Hi,
I'm so impressed with this version's mod.
I did use mod in 1.7.10 for some years.
I cannot think that this mod update from 1.7.10
Thanks a lot and keep working! I love this mod <3
Minecrafter from Japan
We now have discord channel at https://discord.gg/jNhkDfU so if you want to ask about something, make suggestions or just chat with others (granted it has just started) join us there.
How to sit npc on machines? Or is it still unfinished?
That is still unfinished. But I will likely be working on that soon as part of polishing machines/vehicles.
New release of Ancient Warfare is out on curseforge https://t.co/75M71JCu9r
Changes:
New machine - Fruit Farm
- farms cocoa beans
- has compatibility with other mods
- Harvestcraft fruit trees
- Natura's berry bushes and saguaro fruit
- BoP berry bush
Crop Farm
- added more vanilla "crops" it can farm now
- harvest/plant sugar cane and cactus
- harvest/plant nether wart
- harvest small mushrooms that spread into its bounds
- additional mod compatibility
- harvest Natura's glowshrooms that spread into its bounds
- harvest/plant Immersive Engineering hemp
Added check for dimension white/black list to town generation to prevent these from generating in all dimensions despite config saying otherwise.
Added support for epic siege hostile ai check to auto targetting code. Will now properly make mobs target npc soldiers and NPCs target the mobs.
Fixed auto crafting table to keep remaining item in resource inventory if it doesn't change at all as part of the crafting recipe. Fixes issue for recipes like Harvestcraft kitchen equipment used in recipes.
Fixed upkeep order not working with townhall.
Fixed research notes to display the name of research that player learnt from right clicking them.
Fixed keybind category translation key
Changed sound block to only accept full blocks for camouflage. Fixes an issue with it accepting levers, pressure plates, ... and then being a see through broken block.