Nice. So good to see this mod resurrected again. I actually completed all the work for the faction set ups and the structures for each faction for the 1.7.10 version, but they never got released with an upgraded "Mohawky Structure Pack". I just tested the structure pack without any changes and the structures all spawn fine in the new 1.12.2 version.
If you want all of these structures and faction skins / set ups for inclusion in the mod proper, I can get them over to you.
As as I have just replied in pm I am definitely interested and let's follow up on discord if that works for you.
@ Pepperfly Super huge thanks to you for maintaining this awesome mod. We really appreciate it. I'll be posting at some point some feedback for you and some ideas of some improvements that might could be made. Do you frequent this thread often enough? Would this be the best place?
For starters, please allow me to offer this idea:
Banner protection for an area very similar to how the LOTR mod does it with some tweaks to their mechanic.
The problem is that with our power of placing and breaking blocks, there really is no reason for us to use siege engines or to develop any appropriate tactics to defeating castle walls. On the flip side, there really is no reason then for us to even build castle walls either.
So, the banner protection would be something like this. You would make a special banner that you can then place upon a block. In LOTR, you have 3 choices of blocks, copper, silver, and gold. These blocks determine a bounding box in the shape of a cube, that is 17, 33, and 65. (At least I'm pretty sure or it is 16, 32, and 64.) Either way, once this zone is protected, no enemy spawning happens, no breaking blocks, no placing blocks, etc... . It is possible to have people on your team that you give permission to that will allow them to do the construction stuff however.
Personally, I felt that was a tad to powerful. But, it dawned on me the other day. What about mining fatigue? How about the same type banner protection and yet within the protected zone, there's a massive mining fatigue placed on players from other teams? It would be very similar to what is currently done with the underwater monuments. In this manner, now we can't just do derby sieges, place up some blocks, and whack bad guys in the feet. Now, a catapult makes sense, because now I can use this weapon to do as it was intended.
So, please give that some thought.
Oh, I noticed that I'm not able to have my horse pull the chest wagon.
I'm glad to see you posting here again. In fact, your recent posts inspired me to set up my account and reply.
I wanted to say thank you to you for the post in the older 1.7.10 thread where you took the time to explain how to scan structures and then proceed to build them. I have to say, I don't fully understand the million options available to us through the scanning tool.
I also downloaded and tried to install your structures pack and never was able to get them to spawn at all. I'm not sure if that pack was set up for 1.7.10. That might be the problem I don't know. But, those structures did become available to be built by using the builder boxes. I forgot the name of the special table. I want to say architect's table?
I would like to learn more about how to do this. I was able to make structures in a creative world, scan them, and have them available for construction. But, I'd like to go to the next level, and find out how to get the spawning system to spawn them into the world. The instruction manual that I have, I think is the most updated version, but, it's still for 1.7.10 and there isn't a whole lot about the tons of choices I have to make after I scan something.
I suppose Pepperfly could jump in here as well. But, if I understand the directions correctly, there is no support for mobs from other mods. The scanning tool will ignore them. There is support apparently for modded blocks. I was able to for example have Arnor Bricks from LOTR scan and then have the workers build them, but, the table wouldn't ever charge me for those blocks. We got them for free.
So, that suggests to me that I could build structures and have the spawner spawn them in even with the modded blocks.
But, I'm wondering, would that also apply then to mob spawners? Is it possible to make say a dungeon with our own custom mob spawners and then the AW2 spawner will recreate that structure with whatever data that mob spawner has?
If that's the case, we might then have a work around to using mobs from other mods. So, we make a mob spawner with say werewolves from Mo' Creatures. We set up a dungeon, but the spawner is a modded block right, so the AW2 remembers correctly what it is. Then as this dungeon is spawned in and players find it, viola, there be werewolves!
Maybe?
I don't know. My son and I set up a really cool modpack but, I'm really not crazy about the default structures pack and would love to create my own with my designs and my son's.
Again on the topic of the default structures pack. A couple of things.
Firstly custom villages:
The default structures pack will spawn its own custom villages into the game world relatively well.
1. I noticed a problem. Villages usually are placed about 7 levels up from ground level. But, this foundation has big air pockets inside it and plenty of mobs spawn in them. It's pretty annoying actually.
2. My question about these villages is that is it possible for us to make our own custom villages that will be spawned into the world? I noticed there's some randomness to how they spawn but, there's also special structures that spawn in them sometimes, along with walls, sometimes tents, toilets, and the streets are lined up! Is is possible then? That would be pretty cool.
Secondly, structures config options:
When it comes to the config file for the structures, I've noticed that it's very simple and easy to spread villages out. The default setting is 40. Which I'm guessing means 40 chucks. I can easily adjust that number if I want my villages to be more spread out.
However, the problem is when we get to the non-village structures. From what I can tell all the structures in the default structure pack have some kind of number given to them that is its "weight." AW2 then will use that number to determine what to place inside some zone. I believe that we can adjust both that number as well as the size of the zone.
The trouble I keep running into is that I'm not exactly sure how to make it so that I don't have the large castle spawning right next to another large castle. In our current play world, I swear you could pass the butter from one to the other, they're so close by. Deserts do seem to be the worst biome because it's relatively flat. And AW2 isn't the only mod placing tons of stuff into the desert. I've had to adjust Roguelike Dungeons as well. I'm not minding the dragons so much because that's part of our adventure.
But, anyways. I wonder if we need better instructions for this, or if perhaps we could have a radius option in the config file like the custom villages do?
Thanks Mohawky for your lightning fast response. I'll read it over a few more times I'm sure.
It appears you've already created a massive world of structures and that seems quite exciting that you're working on it.
I only briefly looked at Chocolate Quest and was saddened that we couldn't get it to work for us. Truth be told, my son and I are playing on the same PC using Joypad Mod. And lag can become a huge issue for us. In fact, tonight we tried to attack a bandit tent town that was huge. I was tossing around spells from Electroblob's and my son was whacking the NPCs with his sword from Dragons of fire and ice. But, we were constantly being destroyed by lag. I got kicked twice.
So, I don't know. I suppose I'll have to get around to putting another PC together.
But, back on topic. We experimented with Chocolate Quest and somebody put some epic naval vessels together and we were really hoping to use them with Davinchis vessels.
The idea of the monster spawner I suggested was lifted from some of the reading I did on their spawning system.
LOL.
I figured we were thinking along the same lines with factions, good guys, bad guys, monsters, orcs, and so on. It's really only natural for me with all the DnD I played years ago. I suppose for younger folks Baldor's Gate might be a good video game. Or anything in the Elder Scrolls series. So what they're onto Skyrim now I think?
Yeah, I noticed from the posts that Shadowmage just plain burned out and I'm not surprised to see others having trouble with that as well. This stuff really is huge amounts of time and work. In 1.7.10, I was able to complete all of the research and I was amazed at the things available such as flight! Really, one mod with that much research and all of that stuff getting unlocked and working including flight. That's ambitious!
Glad to see you're back.
Oh, and I'll check out that link. But, with the list you just provided, I'm just like WOW. That's pretty much everything right there.
I read over both your posts more carefully this time.
Regarding the Structure spawning config file.
I think there's 3 lines that could be adjusted.
1. max_cluster_value - what you wrote confirms what I had understood about it
2. validation_cluster_value_search_radius - this seems to be what defines the "zone" you're speaking of
3. validation_duplication_search_radius - this seems to be a way to prevent duplicate structures from spawning in the "zone" more than once
To my knowledge, there's no way for me to find the values associated with the buildings in the default structures pack. So, I guess the best thing for me to do, is just keep tweaking them until I'm satisfied with the results.
Regarding the new and improved structures pack:
Am I understanding correctly that you and Pepperfly will be replacing the Default Structure Pack with a newer more epic version? That sounds like a mighty pack. It also sounds most ambitious and would definately be a way to create a medieval type role play world.
If I may, how are you getting orcs into the game? Would that be something added through AW2 via custom skins? Or would that be through another mod such as Custom NPCs. At this time, I don't know of any other mod that has orcs for 1.12.
We may be thinking along the same lines. I've been wanting to create a DnD style world for my son and I to adventure in complete with the whole slew of fantasy races and magic. It sounds like that is what you're going for. It sounds like its huge with 300+ structures in it. I wonder if there's room for our own custom buildings?
Do you happen to know, is there a way to add quests through npc dialogue? Is that something planned?
Regarding Lag:
For 1.7.10
We learned of Fastcraft via the LOTR mod and it has been essential to any pack we've played since. We also sometimes include Optifine.
For 1.12.2
I agree about the Dragons of Fire and Ice mod. It does seem to introduce lag. It was unbearable for us in 1.10. But, Dragons are just so awesome and they've got it working a lot better for 1.12. To be honest, it's a big reason why we're playing in 1.12 and not 1.7.10.
I've been very suspicious that underground dragon dens are causing us to have issues when trying to close out the game. We can close our 1st instance no problem, but our 2nd one always crashes.
We've been using Optifine with 1.12 and it seems to be working out okay.
Regarding Lag, AW2, and Optifine:
It seems to me that I might be asking a lot of my computer. I tend to run two instances of the game at the same time, have a lot of mods, with plenty of mobs on the screen. And I've noticed that certain mods like Millenaire tend to be laggy.
I do suspect that the AW2 NPCs can get laggy when there's a very large number of them loaded at the same time. So, we had a fight the other day where my son and I assaulted the largest bandit tent town. All the bandit NPCs bum rushed us. Vanilla and Mo Creatures were spawning in because it was night, and I was tossing around Electroblob's Spells. That's probably very demanding on my PC. It almost crashed the primary instance and the secondary instance was timed out twice.
I noticed something annoying with Optifine in 1.7.10. When I'm more than about 3 chunks away from my NPCs, Optifine unloads them. That then shuts off whatever worksite box they're working. Chunk Loaders do not work either. I've used the ones in AW2 and the ones from Chicken Chunks. I haven't tried it yet with 1.12.
I'm sure it's an Optifine problem.
Quick Question regarding Mod Mobs:
Am I understanding correctly that AW2 now is capable of spawning another mod's mobs with a structure into the world? If so, I might have some building to do. I've got some ideas for Electroblob's Wizardry.
I just put together another pack for my son and I to play all about the pirates of the Caribbean. I'm really looking forward to 1.13 for all the extra sea stuff.
I used BoP for all their tropical biomes and Geographicraft to then rearrange everything into bands of tropical islands. That was a huge project just by itself. These together with Mo' Creatures for some sea life and now I'm beginning to start lagging. So, I tried Optifine with it.
I noticed two things. Optifine doesn't do well with BoP fog. In fact, everytime I loaded a world, it would crash to desktop or just freeze up. Turning off BoP fog eliminated that. Then when I finally was able to get a world up and running, Optifine did some really weird stuff and it lagged worse than without it.
So, in this instance I have very similar results to you as well. Optifine seemed to help my last two packs. But, I didn't use either BoP or Geographicraft.
Could I get your input on something?
I've been toying around with Atomicstryker's Ruins mod and at first glance it seems to have a simpler structure scanning system. But, AW2 can do a whole lot more. What are your thoughts on this? Have you tried using ruins? I was thinking of doing some really simple things like make fallen down trees or maybe some rocks that spawn in the ocean.
Thanks!
UPDATE 5-29-2018
I've been experimenting with Ruins by Atomicstryker and I'm impressed with how easy it is to make structures and then have them spawn into the world. Although, I doubt very much it would do well for more complex builds with custom loot chests, npcs, and the like.
I'll have to swing back around to working with AW2 because I'm going to want to make pirate forts and ships and populate it with bad guys. I'll have to find some skins too I think.
Yeah, I just saw some posts of yours over at the Ruins thread. I'm trying to figure out how to have mobs spawn with structures. I'm going to try to use mob spawners for now.
I hear you on Custom Mob Spawner. I like the program and don't like it all at the same time. I found it almost completely not usable in 1.7.10 because it would over populate my worlds, ignore my config settings, not play nice with mobs from other mods like Oceancraft, and its config files were broken out of the box.
I am having success however in 1.12, although, I'm not using very many other mob adding mods in my current pack. I've got a few from quark and some wasps from BOP but so far so good. I did have to edit the config files to get things working right but so far I'm happy with the results. I was able to turn down the spawn rates soas not to get overwelmed.
Sorry if this question has been asked, I tried searching for it. How do you do custom skins for NPCs? Also will this make the skins viewable to everyone on a server?
1-Give us an option to disable mod structures. Trading posts and bandit camps appearing everywhere ruining my game.
2-Make us recruit our NPC workers from villagers. That would make villages more important.
The option to disable/tune the world gen is already there in configs, if you need help you can jump on https://discord.gg/GQTsdH
Now recruiting NPCs from villagers why do you think this is a better option? It is definitely more realistic, but I don't necessarily see that as a huge reason to change to it as it would require quite a bit of coding.
You can try looking up on YouTube a video done by the Great Orator. He does a good job explaining how to change the skins of the npcs. Now, his video is for 1.7.10, but my guess would be that it would also work for this 1.12 version as well.
@arel37
It's a bit of a pain but you want to take a look at your structures config file. In it you can disable the default structure pack if you wish. That would turn off all of the annoying camps and what not.
If you want to disable only some of them, that I don't know if you can do.
Now, if you're like me you probably don't like how frequently they spawn. You have to play around with the config file to get it to your liking. Goto your launch folder most likely in .minecraft and find config and then ancientwarfare then ancientwarfarestructures. You can open it up with notepad.
Next look for
# Default=500
# The maximum allowed cluster value that may be present inside of 'validation_chunk_radius'.
#
I:max_cluster_value=300
I've found that 300 has been better.
Next find:
# Default=0.075
# Accepts values between 0 and 1.
# Determines the chance that a structure will attempt to be generated in any given chunk.
# Number is specified as a percentage -- e.g. 0.75 == 75% chance to attempt generation.
# Higher values will result in more attempts to generate structures. Actual number
# generated will depend upon your specific templates and their validation settings.
# Values of 0 or lower will result in no structures generating. Values higher than 1
# will result in a generation attempt in every chunk.
D:random_generation_chance=0.070
I turned this down just a bit.
Also look for:
# Default=40
# Minimum distance between towns. This should be set to a value quite a bit larger than the largest townthat you have configured for generation. E.G. Max town size=16, this value should be >= 40.
I:town_min_distance=80
I changed this to spread the towns out a little more.
Lastly:
# Default=16
# The minimum radius in chunks to be searched for structures when tallying cluster value in an area.
# This setting should be adjusted along with maxClusterValue and the clusterValue in templates to encourage
# or discourage specific structures to generate near eachother.
# Extremely large values may introduce extra lag during generation. Lower values may reduce lag during generation,
# at the cost of some accuracy in the cluster value tests.
I:validation_cluster_value_search_radius=24
This also seems to affect the frequency of a building repeating itself.
I hope this helps.
I also wish there was a slightly easier way to do this. But, if I understand the system correctly, what happens is that each structure in the pack has a value. Then the program runs a series of checks and randomly tries to fill an area up to the max cluster value or the total of all the values for all structures in a certain size area. By changing around some of the above values I've had some success in spreading them out so I don't see the same bandit fort a million times for example.
Say, I have something weird happening and I haven't done any testing or anything so I can't say for certain that it's this mod's fault.
What is weird is that the npcs are unloading and then disappearing. I guess it's something to do with the chunks being unloaded or maybe it has something to do with Optifine. I know that when we move about 3 chunks away from our workers that Optifine with despawn/unload them. In 1.7.10 at least, when we got closer, they would just reappear. However, in our 1.12 modpack, the NPCS specifically worker npcs will disappear. So, I wonder if they are getting despawned permanently?
My pack has a bunch of mods in it so I can't put my finger exactly on what it is. We used this same pack back in May with all the same mods just not updated ones like over the summer. And we didn't have that problem before.
Hey there! NPCs tend to have some issues when the chunks unload, and I will do some testing to check if they actually despawn as you suggest. If you could get back to us with a full modlist, if i can't replicate it with just AW2 for 1.12, that would be great
Until then, I highly recommend using the chunkloaders included in the mod, as that tends to eliminate all issues with unloading chunks with NPCs in them, since the chunks do not unload. Make sure to have maximum coverage with your chunkloaders for all the areas your NPCs will be in, or enter while moving.
Also! If you want quicker response times to your questions, please join the AW discord server: https://discord.gg/GzCpr9
Thanks, I'll keep that in mind about the chunkloaders.
Here's the list, all are 1.12:
1. AW2 2.6.1.298
2. Astikoor horse carts 1.0.0
3. astral sorcery 1.9.4
4. Autoreglib 1.3-1.8
5. Baubles 1.5.2
6. bibliocraft 2.4.5
7. codechicken lib 3.2.0.345
8. DrZharks Mo Creatures 12.0.4
9. Electroblob's Wizardry 4.1.2
10. Embers .230
11. Fast Leaf Decay v14
12. Gravestone 1.10.1
13. Dragons of Ice and Fire 1.5.2
14. Joypad mod 14.21.0.2322
15. Just a few fish 1.7
16. llibrary 1.7.14
17. Mantle 1.3.2.24
18. Natura 4.3.2.62
19. Optifine HD U D1
20. Pam's Simple Recipes 1.12.2c
21. Quark r1.4-125
22. Roguelike Dungeons 1.8.0
23. Rustic 1.0.6
24. Tinker's Construct 2.10.1.87
25. Village Names 2.0
26. Wearable Backpacks 3.1.3
We used this same list in May but they were the most recent for that month. I don't recall having any issues then with the NPCs despawning permanently.
Because there is no reason to make expensive worker NPC's over cheap machinery. Making NPC's from villagers would allow us to pump workers to fields. Also its highly weird creating men from ground.
Yeah, you're not going to make these adjustments while in game. You've got to go into your .minecraft folder. I'm using Windows 7, so it's in a folder called my Roaming folder.
I push the windows key and the R key at the same time. This opens up the Run prompt. There's a spot for text. I have put in there C:\Users\Landar\AppData\Roaming. Then I push ok. Where I've typed Landar in my file path that's actually going to be your username that you use on your computer.
In this folder is my .minecraft folder. Then I go into that folder and find the folder called "config." Next find the folder named "ancientwarfare." Go into that and find the file named AncientWarfareStructures. I open this with Notepad.
That's the file I was talking about and you should find some lines of text similar or the same as what I listed.
Animal farms do not accept beetroots and potatoes as animal feed. Fix this please. They also dont accept buckets for milking similar to scissors for shearing.
And make recruiting more affordable please. 2 gold ingot per man is too expensive imo.
As as I have just replied in pm I am definitely interested and let's follow up on discord if that works for you.
Hi Everyone,
1st post here by the way.
@ Pepperfly Super huge thanks to you for maintaining this awesome mod. We really appreciate it. I'll be posting at some point some feedback for you and some ideas of some improvements that might could be made. Do you frequent this thread often enough? Would this be the best place?
For starters, please allow me to offer this idea:
Banner protection for an area very similar to how the LOTR mod does it with some tweaks to their mechanic.
The problem is that with our power of placing and breaking blocks, there really is no reason for us to use siege engines or to develop any appropriate tactics to defeating castle walls. On the flip side, there really is no reason then for us to even build castle walls either.
So, the banner protection would be something like this. You would make a special banner that you can then place upon a block. In LOTR, you have 3 choices of blocks, copper, silver, and gold. These blocks determine a bounding box in the shape of a cube, that is 17, 33, and 65. (At least I'm pretty sure or it is 16, 32, and 64.) Either way, once this zone is protected, no enemy spawning happens, no breaking blocks, no placing blocks, etc... . It is possible to have people on your team that you give permission to that will allow them to do the construction stuff however.
Personally, I felt that was a tad to powerful. But, it dawned on me the other day. What about mining fatigue? How about the same type banner protection and yet within the protected zone, there's a massive mining fatigue placed on players from other teams? It would be very similar to what is currently done with the underwater monuments. In this manner, now we can't just do derby sieges, place up some blocks, and whack bad guys in the feet. Now, a catapult makes sense, because now I can use this weapon to do as it was intended.
So, please give that some thought.
Oh, I noticed that I'm not able to have my horse pull the chest wagon.
I'll have more stuff in later posts.
Thanks again!
2nd post! OH YEAH!
@ Mohawky Magoo
I'm glad to see you posting here again. In fact, your recent posts inspired me to set up my account and reply.
I wanted to say thank you to you for the post in the older 1.7.10 thread where you took the time to explain how to scan structures and then proceed to build them. I have to say, I don't fully understand the million options available to us through the scanning tool.
I also downloaded and tried to install your structures pack and never was able to get them to spawn at all. I'm not sure if that pack was set up for 1.7.10. That might be the problem I don't know. But, those structures did become available to be built by using the builder boxes. I forgot the name of the special table. I want to say architect's table?
I would like to learn more about how to do this. I was able to make structures in a creative world, scan them, and have them available for construction. But, I'd like to go to the next level, and find out how to get the spawning system to spawn them into the world. The instruction manual that I have, I think is the most updated version, but, it's still for 1.7.10 and there isn't a whole lot about the tons of choices I have to make after I scan something.
I suppose Pepperfly could jump in here as well. But, if I understand the directions correctly, there is no support for mobs from other mods. The scanning tool will ignore them. There is support apparently for modded blocks. I was able to for example have Arnor Bricks from LOTR scan and then have the workers build them, but, the table wouldn't ever charge me for those blocks. We got them for free.
So, that suggests to me that I could build structures and have the spawner spawn them in even with the modded blocks.
But, I'm wondering, would that also apply then to mob spawners? Is it possible to make say a dungeon with our own custom mob spawners and then the AW2 spawner will recreate that structure with whatever data that mob spawner has?
If that's the case, we might then have a work around to using mobs from other mods. So, we make a mob spawner with say werewolves from Mo' Creatures. We set up a dungeon, but the spawner is a modded block right, so the AW2 remembers correctly what it is. Then as this dungeon is spawned in and players find it, viola, there be werewolves!
Maybe?
I don't know. My son and I set up a really cool modpack but, I'm really not crazy about the default structures pack and would love to create my own with my designs and my son's.
Okay, you get a special 3 for 1 deal today!
Last few thoughts.
Again on the topic of the default structures pack. A couple of things.
Firstly custom villages:
The default structures pack will spawn its own custom villages into the game world relatively well.
1. I noticed a problem. Villages usually are placed about 7 levels up from ground level. But, this foundation has big air pockets inside it and plenty of mobs spawn in them. It's pretty annoying actually.
2. My question about these villages is that is it possible for us to make our own custom villages that will be spawned into the world? I noticed there's some randomness to how they spawn but, there's also special structures that spawn in them sometimes, along with walls, sometimes tents, toilets, and the streets are lined up! Is is possible then? That would be pretty cool.
Secondly, structures config options:
When it comes to the config file for the structures, I've noticed that it's very simple and easy to spread villages out. The default setting is 40. Which I'm guessing means 40 chucks. I can easily adjust that number if I want my villages to be more spread out.
However, the problem is when we get to the non-village structures. From what I can tell all the structures in the default structure pack have some kind of number given to them that is its "weight." AW2 then will use that number to determine what to place inside some zone. I believe that we can adjust both that number as well as the size of the zone.
The trouble I keep running into is that I'm not exactly sure how to make it so that I don't have the large castle spawning right next to another large castle. In our current play world, I swear you could pass the butter from one to the other, they're so close by. Deserts do seem to be the worst biome because it's relatively flat. And AW2 isn't the only mod placing tons of stuff into the desert. I've had to adjust Roguelike Dungeons as well. I'm not minding the dragons so much because that's part of our adventure.
But, anyways. I wonder if we need better instructions for this, or if perhaps we could have a radius option in the config file like the custom villages do?
Food for thought!
Thanks again!
Thanks Mohawky for your lightning fast response. I'll read it over a few more times I'm sure.
It appears you've already created a massive world of structures and that seems quite exciting that you're working on it.
I only briefly looked at Chocolate Quest and was saddened that we couldn't get it to work for us. Truth be told, my son and I are playing on the same PC using Joypad Mod. And lag can become a huge issue for us. In fact, tonight we tried to attack a bandit tent town that was huge. I was tossing around spells from Electroblob's and my son was whacking the NPCs with his sword from Dragons of fire and ice. But, we were constantly being destroyed by lag. I got kicked twice.
So, I don't know. I suppose I'll have to get around to putting another PC together.
But, back on topic. We experimented with Chocolate Quest and somebody put some epic naval vessels together and we were really hoping to use them with Davinchis vessels.
The idea of the monster spawner I suggested was lifted from some of the reading I did on their spawning system.
LOL.
I figured we were thinking along the same lines with factions, good guys, bad guys, monsters, orcs, and so on. It's really only natural for me with all the DnD I played years ago. I suppose for younger folks Baldor's Gate might be a good video game. Or anything in the Elder Scrolls series. So what they're onto Skyrim now I think?
Yeah, I noticed from the posts that Shadowmage just plain burned out and I'm not surprised to see others having trouble with that as well. This stuff really is huge amounts of time and work. In 1.7.10, I was able to complete all of the research and I was amazed at the things available such as flight! Really, one mod with that much research and all of that stuff getting unlocked and working including flight. That's ambitious!
Glad to see you're back.
Oh, and I'll check out that link. But, with the list you just provided, I'm just like WOW. That's pretty much everything right there.
Thanks!
Hello Mohawky,
I read over both your posts more carefully this time.
Regarding the Structure spawning config file.
I think there's 3 lines that could be adjusted.
1. max_cluster_value - what you wrote confirms what I had understood about it
2. validation_cluster_value_search_radius - this seems to be what defines the "zone" you're speaking of
3. validation_duplication_search_radius - this seems to be a way to prevent duplicate structures from spawning in the "zone" more than once
To my knowledge, there's no way for me to find the values associated with the buildings in the default structures pack. So, I guess the best thing for me to do, is just keep tweaking them until I'm satisfied with the results.
Regarding the new and improved structures pack:
Am I understanding correctly that you and Pepperfly will be replacing the Default Structure Pack with a newer more epic version? That sounds like a mighty pack. It also sounds most ambitious and would definately be a way to create a medieval type role play world.
If I may, how are you getting orcs into the game? Would that be something added through AW2 via custom skins? Or would that be through another mod such as Custom NPCs. At this time, I don't know of any other mod that has orcs for 1.12.
We may be thinking along the same lines. I've been wanting to create a DnD style world for my son and I to adventure in complete with the whole slew of fantasy races and magic. It sounds like that is what you're going for. It sounds like its huge with 300+ structures in it. I wonder if there's room for our own custom buildings?
Do you happen to know, is there a way to add quests through npc dialogue? Is that something planned?
Regarding Lag:
For 1.7.10
We learned of Fastcraft via the LOTR mod and it has been essential to any pack we've played since. We also sometimes include Optifine.
For 1.12.2
I agree about the Dragons of Fire and Ice mod. It does seem to introduce lag. It was unbearable for us in 1.10. But, Dragons are just so awesome and they've got it working a lot better for 1.12. To be honest, it's a big reason why we're playing in 1.12 and not 1.7.10.
I've been very suspicious that underground dragon dens are causing us to have issues when trying to close out the game. We can close our 1st instance no problem, but our 2nd one always crashes.
We've been using Optifine with 1.12 and it seems to be working out okay.
Regarding Lag, AW2, and Optifine:
It seems to me that I might be asking a lot of my computer. I tend to run two instances of the game at the same time, have a lot of mods, with plenty of mobs on the screen. And I've noticed that certain mods like Millenaire tend to be laggy.
I do suspect that the AW2 NPCs can get laggy when there's a very large number of them loaded at the same time. So, we had a fight the other day where my son and I assaulted the largest bandit tent town. All the bandit NPCs bum rushed us. Vanilla and Mo Creatures were spawning in because it was night, and I was tossing around Electroblob's Spells. That's probably very demanding on my PC. It almost crashed the primary instance and the secondary instance was timed out twice.
I noticed something annoying with Optifine in 1.7.10. When I'm more than about 3 chunks away from my NPCs, Optifine unloads them. That then shuts off whatever worksite box they're working. Chunk Loaders do not work either. I've used the ones in AW2 and the ones from Chicken Chunks. I haven't tried it yet with 1.12.
I'm sure it's an Optifine problem.
Quick Question regarding Mod Mobs:
Am I understanding correctly that AW2 now is capable of spawning another mod's mobs with a structure into the world? If so, I might have some building to do. I've got some ideas for Electroblob's Wizardry.
Thanks!
Hey Mohawky,
I just put together another pack for my son and I to play all about the pirates of the Caribbean. I'm really looking forward to 1.13 for all the extra sea stuff.
I used BoP for all their tropical biomes and Geographicraft to then rearrange everything into bands of tropical islands. That was a huge project just by itself. These together with Mo' Creatures for some sea life and now I'm beginning to start lagging. So, I tried Optifine with it.
I noticed two things. Optifine doesn't do well with BoP fog. In fact, everytime I loaded a world, it would crash to desktop or just freeze up. Turning off BoP fog eliminated that. Then when I finally was able to get a world up and running, Optifine did some really weird stuff and it lagged worse than without it.
So, in this instance I have very similar results to you as well. Optifine seemed to help my last two packs. But, I didn't use either BoP or Geographicraft.
Could I get your input on something?
I've been toying around with Atomicstryker's Ruins mod and at first glance it seems to have a simpler structure scanning system. But, AW2 can do a whole lot more. What are your thoughts on this? Have you tried using ruins? I was thinking of doing some really simple things like make fallen down trees or maybe some rocks that spawn in the ocean.
Thanks!
UPDATE 5-29-2018
I've been experimenting with Ruins by Atomicstryker and I'm impressed with how easy it is to make structures and then have them spawn into the world. Although, I doubt very much it would do well for more complex builds with custom loot chests, npcs, and the like.
I'll have to swing back around to working with AW2 because I'm going to want to make pirate forts and ships and populate it with bad guys. I'll have to find some skins too I think.
I don't check mods very often, so it's nice to discover that this mod is being continued!
Hey Mohawky,
Yeah, I just saw some posts of yours over at the Ruins thread. I'm trying to figure out how to have mobs spawn with structures. I'm going to try to use mob spawners for now.
I hear you on Custom Mob Spawner. I like the program and don't like it all at the same time. I found it almost completely not usable in 1.7.10 because it would over populate my worlds, ignore my config settings, not play nice with mobs from other mods like Oceancraft, and its config files were broken out of the box.
I am having success however in 1.12, although, I'm not using very many other mob adding mods in my current pack. I've got a few from quark and some wasps from BOP but so far so good. I did have to edit the config files to get things working right but so far I'm happy with the results. I was able to turn down the spawn rates soas not to get overwelmed.
How's the structure pack coming along?
Sorry if this question has been asked, I tried searching for it. How do you do custom skins for NPCs? Also will this make the skins viewable to everyone on a server?
I have few suggestions:
1-Give us an option to disable mod structures. Trading posts and bandit camps appearing everywhere ruining my game.
2-Make us recruit our NPC workers from villagers. That would make villages more important.
The option to disable/tune the world gen is already there in configs, if you need help you can jump on https://discord.gg/GQTsdH
Now recruiting NPCs from villagers why do you think this is a better option? It is definitely more realistic, but I don't necessarily see that as a huge reason to change to it as it would require quite a bit of coding.
Hi Guys,
@Praus
You can try looking up on YouTube a video done by the Great Orator. He does a good job explaining how to change the skins of the npcs. Now, his video is for 1.7.10, but my guess would be that it would also work for this 1.12 version as well.
@arel37
It's a bit of a pain but you want to take a look at your structures config file. In it you can disable the default structure pack if you wish. That would turn off all of the annoying camps and what not.
If you want to disable only some of them, that I don't know if you can do.
Now, if you're like me you probably don't like how frequently they spawn. You have to play around with the config file to get it to your liking. Goto your launch folder most likely in .minecraft and find config and then ancientwarfare then ancientwarfarestructures. You can open it up with notepad.
Next look for
# Default=500
# The maximum allowed cluster value that may be present inside of 'validation_chunk_radius'.
#
I:max_cluster_value=300
I've found that 300 has been better.
Next find:
# Default=0.075
# Accepts values between 0 and 1.
# Determines the chance that a structure will attempt to be generated in any given chunk.
# Number is specified as a percentage -- e.g. 0.75 == 75% chance to attempt generation.
# Higher values will result in more attempts to generate structures. Actual number
# generated will depend upon your specific templates and their validation settings.
# Values of 0 or lower will result in no structures generating. Values higher than 1
# will result in a generation attempt in every chunk.
D:random_generation_chance=0.070
I turned this down just a bit.
Also look for:
# Default=40
# Minimum distance between towns. This should be set to a value quite a bit larger than the largest townthat you have configured for generation. E.G. Max town size=16, this value should be >= 40.
I:town_min_distance=80
I changed this to spread the towns out a little more.
Lastly:
# Default=16
# The minimum radius in chunks to be searched for structures when tallying cluster value in an area.
# This setting should be adjusted along with maxClusterValue and the clusterValue in templates to encourage
# or discourage specific structures to generate near eachother.
# Extremely large values may introduce extra lag during generation. Lower values may reduce lag during generation,
# at the cost of some accuracy in the cluster value tests.
I:validation_cluster_value_search_radius=24
This also seems to affect the frequency of a building repeating itself.
I hope this helps.
I also wish there was a slightly easier way to do this. But, if I understand the system correctly, what happens is that each structure in the pack has a value. Then the program runs a series of checks and randomly tries to fill an area up to the max cluster value or the total of all the values for all structures in a certain size area. By changing around some of the above values I've had some success in spreading them out so I don't see the same bandit fort a million times for example.
Good luck,
Landar
@Pepperfly
Hi there,
Say, I have something weird happening and I haven't done any testing or anything so I can't say for certain that it's this mod's fault.
What is weird is that the npcs are unloading and then disappearing. I guess it's something to do with the chunks being unloaded or maybe it has something to do with Optifine. I know that when we move about 3 chunks away from our workers that Optifine with despawn/unload them. In 1.7.10 at least, when we got closer, they would just reappear. However, in our 1.12 modpack, the NPCS specifically worker npcs will disappear. So, I wonder if they are getting despawned permanently?
My pack has a bunch of mods in it so I can't put my finger exactly on what it is. We used this same pack back in May with all the same mods just not updated ones like over the summer. And we didn't have that problem before.
So food for thought.
Has anyone else had this problem?
Thanks,
Landar
P.S. and thanks for all the hard work!
Hey there! NPCs tend to have some issues when the chunks unload, and I will do some testing to check if they actually despawn as you suggest. If you could get back to us with a full modlist, if i can't replicate it with just AW2 for 1.12, that would be great
Until then, I highly recommend using the chunkloaders included in the mod, as that tends to eliminate all issues with unloading chunks with NPCs in them, since the chunks do not unload. Make sure to have maximum coverage with your chunkloaders for all the areas your NPCs will be in, or enter while moving.
Also! If you want quicker response times to your questions, please join the AW discord server: https://discord.gg/GzCpr9
@PolishKid,
Thanks, I'll keep that in mind about the chunkloaders.
Here's the list, all are 1.12:
1. AW2 2.6.1.298
2. Astikoor horse carts 1.0.0
3. astral sorcery 1.9.4
4. Autoreglib 1.3-1.8
5. Baubles 1.5.2
6. bibliocraft 2.4.5
7. codechicken lib 3.2.0.345
8. DrZharks Mo Creatures 12.0.4
9. Electroblob's Wizardry 4.1.2
10. Embers .230
11. Fast Leaf Decay v14
12. Gravestone 1.10.1
13. Dragons of Ice and Fire 1.5.2
14. Joypad mod 14.21.0.2322
15. Just a few fish 1.7
16. llibrary 1.7.14
17. Mantle 1.3.2.24
18. Natura 4.3.2.62
19. Optifine HD U D1
20. Pam's Simple Recipes 1.12.2c
21. Quark r1.4-125
22. Roguelike Dungeons 1.8.0
23. Rustic 1.0.6
24. Tinker's Construct 2.10.1.87
25. Village Names 2.0
26. Wearable Backpacks 3.1.3
We used this same list in May but they were the most recent for that month. I don't recall having any issues then with the NPCs despawning permanently.
Thanks,
Landar
Hello again,
Just a quick question.
Is it possible to hook horses up to the chest wagon?
Thanks,
Landar
@P3pp3rF1y
Because there is no reason to make expensive worker NPC's over cheap machinery. Making NPC's from villagers would allow us to pump workers to fields. Also its highly weird creating men from ground.
@Landar
Where to reach that file? Cant disable through the mod screen.
@ arel37,
Yeah, you're not going to make these adjustments while in game. You've got to go into your .minecraft folder. I'm using Windows 7, so it's in a folder called my Roaming folder.
I push the windows key and the R key at the same time. This opens up the Run prompt. There's a spot for text. I have put in there C:\Users\Landar\AppData\Roaming. Then I push ok. Where I've typed Landar in my file path that's actually going to be your username that you use on your computer.
In this folder is my .minecraft folder. Then I go into that folder and find the folder called "config." Next find the folder named "ancientwarfare." Go into that and find the file named AncientWarfareStructures. I open this with Notepad.
That's the file I was talking about and you should find some lines of text similar or the same as what I listed.
Good luck!
Landar
Animal farms do not accept beetroots and potatoes as animal feed. Fix this please. They also dont accept buckets for milking similar to scissors for shearing.
And make recruiting more affordable please. 2 gold ingot per man is too expensive imo.