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.
Beetroots are on the list of things to implement for animal farm already. buckets and shears go into special resources slot in there. If you can't insert them it's likely that some mod has replaced the vanilla ones with a different item that animal farm doesn't know about.
two gold ingots actually isn't very expensive, you can make quarry from AW that will get you that easily and if you build it in mesa you will be swimming in gold.
Crop farm bugging. Harvested reed goes to resources tab and when there is 1 reed in resources, it refuses to harvest more. Dont know the mushrooms. Btw why Reed Farm removed? Reeds and Mushrooms are not crops.
This has been our experience as well. You might also enjoy Electroblob's Wizardry.
Sorry to be a pest. Can horses be hitched to the chest wagon yet? There's been at least 2 updates since I've tried. Thanks!
We gave up on Optifine and pulled it out from our pack and that fixed the problem. It turns out that Optifine was more of a pain than a benefit for us.
Say, I wanted to ask you about the structures pack you've been working on. I'm going to guess it's a modpack actually and that it's using Custom NPCs by Noppes? Is that right? I may end up following a similar path to you because I've been searching for something to spawn structures in that also gives me control over various NPCs. I want to remove all the testificates and use dwarves, orcs, elves, etc... It appears Custom NPCs is my best bet.
We've been experimenting with a variety of mods trying to narrow down what we want in our pack.
We've also been looking at Custom Player models vs. JJRaces.
Thank you for the clarification. I've been asking because I'm trying to decide about using Astikoor's Horse Carts or perhaps Animania for their carts.
Good God man stop it! You're blowing my mind to pieces! LOL! Those are some mighty fine builds there.
It looks like you're either using Folkjims textures or John Smith. I noticed that in many of the structures you've got stone bricks that come in two different shadings. Based on your previous work from the 1.7.10 thread, I'm guessing you're sticking to vanilla blocks? So, that's got to be some kind of texture pack then. The mesa faction looks like they use a lot of orange stained clay.
Also, you're previous pack included a number of community built buildings. Is this pack following that trend?
I appreciate the reply on that because I've been wondering since you first mentioned the new structure pack. If you're doing various factions and fantasy races all within the AW2 structure, I'm going to have to guess you're adding custom skins to the folder. But, what about sizing? I thought you mentioned dwarves, so would they have shorter models then?
I'm also at a bit of a loss about the people. This mod allows for a whole ton variety of workers, soldiers, etc... , but I haven't noticed much in the way of a butcher, or a librarian for example. In the current default pack, I've noticed that the vanilla testificates fill that role. Meh, I would love to do something a little better than that. I've been searching for a while now how to deal with them. MCA is broken in 1.12 and appears to be dead. Thankfully, Millenaire is being worked on but that may be outside the scope of what I'm trying to do, Village box is 1.10 and appears dead, and the only other thing I found was somebody made clever use of Optifine's custom models. But, we are in agreement that Optifine doesn't play nice with AW2.
So, have you a solution to Testificate Man?
My other idea regarding Custom Npcs is that (once I learn it), I can set up quests for the players. I don't think that's possible though with AW2 at least in its present form?
Thing is that I've got this idea stuck in my head about a fun world with custom buildings and quests. I've used AW2's structure system a bit in 1.7.10 in a LOTR pack I made and I had some success with it. Although, I didn't allow my builds to be naturally spawned since I was making a system to build a castle and fortified town in a modular fashion. Think of the Stronghold video game series.
But, I'm convinced after looking at the default pack and at your work that it is very possible to handle all my custom builds with this mod. So, I'll have to play around with it again.
A final question for now.
Do custom villages we create follow a template design? If so, based on what I've seen of the default structures pack, village streets are made of gravel and are only 3 blocks wide and they are all perfectly straight. That will very much limit me on what I'd like to do. I suppose I could make the whole village and then scan it as a structure and have it spawn that way, but....
You must have a way to deal with it. I noticed you have a large number of Teepees for your Wild West faction, err I mean Buffalo, no I meant American Indians, uhhh whatever. These pointy structures probably wouldn't do well with perfectly straight streets made of gravel.
Lastly, I probably should join you on discord. I'm not familiar with that program and have been a bit lazy about it.
Oh double lastly, what does GOG stand for? Good ol' Game maybe?
Yeah, I read your posts in the 1.7.10 thread very carefully regarding how to create structures and to have them available for the architect's table. I also found and downloaded your previous structure pack and had a look at the various things in it as well as reading over the credits list. That was a long list.
I really can appreciate the amount of time this takes. I was very inspired by an image you made in the 1.7.10 thread where you were explaining how to use a creative world to basically make a structures library. I recall you had a superflat water world. I have come to use a superflat world with gravel for the surface. I'm very grateful for the commands that allow us to disable mob spawning and weather effects.
Anyways, when I made my LOTR modular castle system, I think that took me a week of full time work to make. And sadly, I accidentally deleted the save game. My forehead gets red now and then from that. It took quite a long time and I based all my designs on real world castle design I learned about in a book called, "Castle" by David Maculay.
I'm also planning on building a number of buildings based on his book "City." "City" is about a Roman city built around 100 AD but I think it would work fine. I'm also planning on building a number of Middle Eastern style buildings for desert biomes. I'll start with Rizial's designs (A youtuber) and then I'll eventually make a whole bunch based on real world stuff. Domes will be interesting. Lastly, I'm planning to build a whole bunch of stuff from the book Minecraft, Medieval Fortress. But, that's a father/son project and I'm not allowed to do it by myself. So, I have no idea when that will be finished.
My current library has a bunch of stuff in it but, it's not enough for a single culture let alone 12. But, I understand why these things take so much time. Even if you're using community generated structures.
Thank you for providing so much more details especially regarding the village templates. I figured there had to be a template. I tried to scan something simple last night just to bring up the options page. I noticed there's some minor changes since 1.7.10. Also, I noticed the scan tool only allows me to scan structures. But, it didn't have anything in it for me to say that it's a village structure.
And now my questions! Muhahahahahahahahahahahahaha! Ha! okay not so funny
1. I understood what you said about us having the power to select the street material for the villages. How about street width? Currently, they are set to 3 wide. That's tiny for riding horses through town.
2. I noticed you said something about coinage. Currently, AW2 uses gold ingots and nuggets as their currency. Am I understanding you correctly that this system is getting an expansion/overhaul? I ask because I've been considering Craftweaker to rewrite the recipes for the npcs to use some kind of coin.
3. You didn't say anything about quest givers. I don't suppose that's coming in this mod? I can still use Custom NPCs for that one though.
4. This is just for some help using this here forum. But, how are you posting pictures to this thread? I've got some stuff I can show.
Wow! I did notice that Grimoire of Gaia had been getting updated but I didn't realize it was you. Thanks! I've always liked the concept of the mod except one small thing, there's no males! I've been thinking of using something like CustomNPCs to make Centaur villages but there's no husbands for the ladies! LOL!
You wouldn't happen to know if the Silentine had ever considered making males?
That would be epic though. We could set up all kinds of fantasy cultures to spawn throughout the world!
Thanks in advance guys! Really appreciate the work.
Cool beans. I'll have to look into Imagur. I had a feeling it was going to be something like that. I've used Photobucket in the past.
Sorry man, but I really do appreciate your feedback.
1. Using AW2, are floating cloud city type structures possible. Like can I tell it to spawn things about a certain height?
2. Your previous structure pack I recall was using BOP biomes, did you ever give a go at including any of the BOP woods in those builds? Because, I've noticed that when we change around a modpack, the block id numbers get all messed up. So for example, when I move structures between worlds using MCEdit, I've seen some weird things happen because the ID's change. So, is that a problem with AW2's structure spawning system?
Because if it is, that basically means that whatever I build, if I were say to try and release that build to others, their modpack and mine would have to be the same. I suspect you guys must have figured something out because you're going to included structures with GOG girls. But, that might not be a problem I guess? Because those wouldn't be block ids. They would be item numbers, I think.
I hope there will be some room in the world for us to scan and the generate our own structures. Your pack does look epic. I was very inspired by your images so I've decided to move forward on a series of wizard bases. We like Electroblob's Wizardry and I'm trying to build each of the school's wizards a base for each school and then they'll also come in 3 stages of growth reflecting their expertise.
Did you ever hear of a game called Master of Magic?
I think the next time I ask questions, I'll make sure to have something to show for it all. I'll eventually have some screenshots of these things.
We have just released a new big update to Ancient warfare for 1.12. You can get it on curseforge.
Massive Christmas update
Old structure pack is gone
There is a new structure pack by Mohawky with more than 300 new structures, almost all of them stocked with npcs or mob encounters and with much more balanced loot than previously. More than half of the 15 factions are now present in these structures as well as there are structures created and stocked with mobs from other mods like Grimoire of Gaia, Electroblobs Wizardry, PrimitiveMobs (these will only spawn if the mods are present in the pack)
Almost all item and block textures got updated thanks to Silentine so get used to a much better look of AW.
Manual is now officially available in the mod (thanks to ThatPolishKid for a lot of content)
- you can craft it, find it in loot and will get it when crafting the first thing from AW
NPC module updates
Added registry of trade templates that can be selected in faction traders setup GUI
Added Spear, Halberd and Lance with multiple levels and extended attack range.
Updated shield models. (credit for models/textures goes to Silentine for both shields and new weapons above)
Increased speed at which couriers do their actions.
Changed food bundle to actual food that gives about half of the hunger/saturation of the total of its ingredients.
Updated targeting lists for both faction and player ownned npcs with long lists.
- Removed auto targeting altogether - was just making code more complex than necessary.
Modified attack ai to always have priority over going back home, but at the same time for melee units to have the smaller attack range the further they are from their home position.
Added barbarian mini faction (just 4 npc types).
Made mobs hostile vs player owned passive npcs again.
Trades with no stack in input or output are removed on load (for cases where modded items are not present anymore after mod updates)
Reduced power needed for warehouse empty/fill interface actions.
Warehouse is now sorting by item as well as damage and nbt when counts match for items in warehouse.
Also enhanced warehouse search to look in item tooltips as well (enchantment name searches)
Added data fixers support to warehouse - any itemstack fixes provided by vanilla or mods will get applied to items in warehouse.
Added rudimentary way to edit owner of gates in creative.
Added mod dependencies definition to templates and scanner, allows defining what mods the template depends on, if they're not present the template doesn't get loaded.
Added Totem and Irminsul blocks (Again thanks Silentine)
Changed survival structure builder to skip all air blocks and not consume any power for them.
New registry for mapping of block state to itemstack needed for use in drafting station. Replaces previous csv file for the same purpose.
Added a way to provide fluids to drafting station - buckets with fluids will get drained
Added template rule for banners both standing and hanged
Made spawner placer place transparent spawners by default
Added hostile flag to spawner - if entity spawner is set to is missing it will spawn zombie instead only if it's hostile, otherwise it doesn't spawn anything.
Added support for properly scanning vehicles including correct rotation.
Added support for scanning and placing structure builder correctly. Allows for stacking structure builders inside each other.
When structure builder is broken it now keeps info of how much it progressed previously and once placed again it will continue where it ended before it was broken.
Added structure preview to structure builder
- blocks rendering in the world
- allows to lock structure builder preview position using shift right click on ground (shift right click in the air clears it).
- if the preview position is locked pressing Z will place the structure at that position and rotation
Small change to allow opening loot chest placer gui in tight spaces with sneak - right click.
Removed structure screenshots and expanded structure selection gui a bit into what was used by screenshots.
Added special handling for vines in structure templates to properly rotate these on placement.
Removed fire damage from camp fires because it's causing unintentional issues in structures, will probably get a comeback later but modified to prevent the issues we were seeing.
Modified structure border clearing logic to only clear trees and not all connected stuff made of wood.
Iron shot and stone shot had their damage adjusted to cause a bit more damage
Made explosive shots explosions bigger and start outside of a block so that most of the explosion power isn't consumed by the block
Modified the way vehicles get placed with vehicle spawner.
- Now uses actual position that was pointed at rather than the middle of the block that was pointed at.
- Also when placing against a wall will place the vehicle next to the wall without bounding box getting stuck in that wall.
Compatibility for tinker's construct trees in tree farm
Changed info tool to be able to get info on fluid blocks as well.
Shift crafting in engineering station now crafts maximum of one stack
Changed auto crafting table and engineering table to only require reusable stacks in the crafting grid and no longer require another one in the resource inventory (enough to have just one harvestcraft juicer in the crafting grid now and still be able to bulk craft)
Made crop farm require less energy for its actions.
Fixed dupe bug in warehouse control interface.
Significant performance improvement to courier item handling logic.
Significant performance improvement to crafting, especially when crafting stacks of items in warehouse crafting station with very full warehouse
- Also now allows recipes with no ingredients (getIngredients method returns empty collection) to be bulk crafted.
Performance improvement to all crafting tables to not try to figure out a recipe 9x when crafting slots are updated when gui is opening
Reversed direction of structure bounding box clearing not to get that many items on the ground when structures generate.
Windmill rendering optimization, which also should fix client NPE crash.
Fixed tool upgrade 3 to be mutually exclusive with tool upgrade 1.
Fixed faction npc entities not getting attributes set properly on spawn from spawner.
Fixed targeting logic to not reset attack delay when it shouldn't and use proper range for archers.
Fixed rendering gates when these are crossing chunks and subchunks.
Fixed displaying of item damage overlay in warehouse
Fixed scrolling in warehouse controller and storage blocks (previously there could be occasions when it wouldn't be able to scroll to the end when warehouse was filled with a lot of different kinds of items)
Fixed structure builder max priority for blocks, previously it would do one more pass for priority that no template rule uses.
Fixed structure border leveling clearing out water below sea level.
Fixed number of slots in warehouse interface (from 27 to the 9 actually displayed), which fixes items mysteriously disappearing when inserted into the interface. Preexisting interfaces will keep 27 slots, new ones will have 9.
Fixed a dupe bug in routing order where it was able to "take" items from slots that it should only be able to see and not remove from.
Added a catch and logging for error that sometimes happens when sorting warehouse items for some reason.
Fixed drafting station to always display accurate numbers of remaining items needed. (previously would only update after whole stack was done, or on gui close/open)
Fixed saving entity inventory to spawner nbt data. And moved modifying nbt after entity is spawned in initially to prevent initial spawn logic overriding this data.
Fixed sound block to be dedicated server friendly.
Fixed vehicles to properly update when upgrades and armors are changed for them.
Fixed aiming down with weapons as well as projectiles of faction siege weapons actually doing damage to mobs.
Would any of you know if an area could have the Mining Fatigue effect in place until some objective is completed. Kinda like how the Ocean Monuments are done?
I'm guessing one could use a command block to achieve this and then when the player gets to a certain room he could throw a lever connected to the command block to then shut off the effect.
That would be mighty helpful in building dungeons for players so we can force them to actually do the maze.
We have a plan to include an item that will allow foritfying blocks - making breaking of them take significantly longer. That is meant for players and their structures but the effect will be used for world gen structures owned by factions as well exactly to force players to play through it as intended. the way they get rid of this will be to successfully complete a "quest" in that structure - may be getting to a specific place or simply killing all npcs of that faction. That will mark the structure as conquered and now owned by conquering player.
Hi, can somehow off town/fortress generation. I have RTG and that things kill my god terrain when go search new places...
And can somehow off Town Hall need?
I build mine cities etc, need only soliders, best mod for it. Thanks for reply.
Take a look at AncientWarfareStructures.cfg the settings to turn off structure and town gen are there.
And town hall isn't needed as long as you provide your soldiers with upkeep orders pointing at the inventory with food.
I am curious about cluster value. I have a problem where I will have 2 or more castles spawning right next to each other. I would prefer structures to be further away from each other. Normally you would not have 2 castles built right next to each other as it negates their purpose which is defense. Should I lower the cluster value from 500 to something like 1 or 20? Its default is 500
Anyone else getting invisible mobs with floating name tags in 1.12.2?
I'm 99% sure the problem is on my end. I'm creating my own mod pack so there's probably a conflict or something loaded wrong. Just throwing this question out there hoping there a simple solution that someone has come across in the past before I spend possible hours or days trying to figure it out.
I'm knew to the forum, but have been playing minecraft with my kids the past few years. I've played a little with AW2 at home, but waiting for better system to play on (still working on that). I've not delved into it very deep yet, but had noticed from previous youtube posts of working drawbridges. Is that still in the current release? I've tried other mods to make drawbridges but I'm not very happy with them. Seeing that has me hoping it's still available. Thank you all for the hard work on wonderful mod!