How am I going to feed the NPCS I mean they have a porkchop over there head and I throw it at them but they don't eat it please help.
Construct a town-hall, and put the food in there. The npcs should automatically go to the town-hall to get lunch when they are hungry.
Alternatively, you can put some food inside any block or entity-based container, and use the command baton to 'assign upkeep point' to the chosen site.
Love this most recent development! Now I can have protected spawn towns and players can create their own peripheral towns that can be sieged! Excellent!
Let's hope we get even more new unified events in the newest Forge version. Wish their were a unified damage source event system where a mod developer could plug in different damage event types and other mods could modify them more readily. So say a mod adds Cold damage, or Unholy damage or whatnot and any other mod that looks for Unholy damage could hook into it. You could make realistic armor systems and damage type protections across the spectrum of mods without writing an API to hook into your mod's damage type.
I don't suppose your structure builder could keep the data from... say... Carpenter's blocks?
As it is, I am tempted to just make 'frameworks' out of carpenter blocks, and then allow server people to simply have their miners build the framework, to be 'filled' with blocks of their choosing.
REALLY NEED HELP! Love this mod downloaded fine, playing in creative before screwing stuff up in survival. I cant get the Vehicle GUI that allows you to ajust power etc. I can only get a small grey one that lets me add ammo armour and upgrades. I cant shoot the catapult and things beyond a few feet. On reviews they all say shift right click but that just dismounts me. Would really love some help guys thanks.
There is no longer a GUI to set power/etc, this has been gone for quite some time. You need to be riding the vehicle and use the keybinds.
I don't suppose your structure builder could keep the data from... say... Carpenter's blocks?
As it is, I am tempted to just make 'frameworks' out of carpenter blocks, and then allow server people to simply have their miners build the framework, to be 'filled' with blocks of their choosing.
The current structure system will not support any NBT data for mod-added blocks, as _far_ too many of them have issues when duplicated (e.g. their NBT data references things that do not exist in the new location).
The future structure system (for the 1.7+ release) will be capable of handling _any_ mod added blocks, --if-- (and ONLY if) a plugin has been written and loaded to handle those blocks. The default behavior for mod-blocks that lack a plugin will be the same as the current system (id and meta only).
For the instant build structures in creative mode, can you make it possible that if players instant build fortress 1, it would belong to their team instead of always neutral. For example, in creative, I am team 3; if I instant build a fortress 1, it would automatically spawn in team 0 army only, regardless what team I am. Thank you.
* NEW -- Added / commands for team manipulation. These commands should be available to all server ops and via command blocks.
/awteam set [teamNum playerName]
/awteam setrank [playerName newRank]
/awteam list
/awteam list [teamNum]
* NEW -- New/updated Team control GUI. Littl bit cleaner formatting, easier to understand/use.
* NEW -- Block-Break event support. Mostly for use by protection mods. Known to support MyTown, and many others should work.
* NEW -- Warzones system -- a _very_ basic built-in block-protection mechanism. Default is for it to be disabled, and no change from previous functionality
* NEW -- New config options to enable/disable firing of block-break events, and to enable/disable/invert warzones.
* CHANGE -- Civics store placing-player name for use in block-break/protection events. Civics will break blocks as if they _are_ the player that placed them.
* FIX -- Team system back-end code has been rewritten. Should resolve many issues with duplicate entries, erroneous teams, and improper ranks.
* CHANGE -- minor change in the handling/storing of team-data. It is no longer stored in AWGameData, but no has its own data file (AW_TEAM_DATA.dat)
* FIX -- fix translation/death message when killed directly by an NPC (missiles were fixed previously)
* FIX -- fix registration of items to prevent log-spam of 'this item will not survive an upgrade to 1.7'
* FIX -- Reinforced blocks no longer think that they can update on-tick.
* FIX -- Quarry will now validate blocks before placing ladders. Will not _fill_ empty blocks, but will no longer place ladders where it should not.
* FIX -- Icons should once again render properly in the ammo-selection gui for vehicles.
* FIX -- resolve a _potential_ crash that would result when item-ids are not set properly. (this doesn't fix people messing up their item-ids, merely a crash that could occur when they were messed up..)
Shadow or anyone that knows, anyway for me to reset the research for a single player on my server ? I'd like to do a how to series and would need to start fresh but I don't want to rest the other players research. Is it as easy as deleting my player.DAT file ?
I just downloaded the newest version and my building list on the generator is empty, not sure what I did wrong. Any help would be muchly appreciated.
Hmm...I will look into this, I may have forgotten to include the default templates in the .zip. If so, there may be a new/updated release. I'll let you know.
Shadow or anyone that knows, anyway for me to reset the research for a single player on my server ? I'd like to do a how to series and would need to start fresh but I don't want to rest the other players research. Is it as easy as deleting my player.DAT file ?
Almost that easy...
Use NBT-Edit, or any other nbt-editing program, and find the AW_GAME_DATA.dat in the saves folder for that world, and delete the research entry for the player in question.
I have fixed the missing default templates in the .040 release.
If you had downloaded it, and were missing the default structures, please re-download the file (link is the same).
In order to make it properly export the missing files, you will need to open the AncientWarfare.cfg file, and near the bottom there is a section for structure-management. Change the entry of "B:exportdefaults=false" to say "B:exportdefaults=true" -- this should force the copying of the default included structures into your structure template directory. Alternatively, you may extract the templates from the mod .zip manually and put them into your config/AWConfig/structures/included directory (they are located in the zip at shadowmage/ancient_warfare/resources/templates ...there are a few odd ones in there that are not normally copied out, feel free to play with those as well).
The Meaning of Life, the Universe, and Everything.
Location:
Sarnia, Ontario
Join Date:
5/22/2013
Posts:
55
Minecraft:
squirrel_killer
Member Details
Could you add a farm that can handle mod crops? I would really like to have natura cotton farm that has NPCs working at it, as well as some farms for magic beans from Thaumcraft. Both should be easy enough to add, as the beans work like cocoa, and multiple other farms have figured out how to operate with cotton.
I've glanced around, but have yet to find anything about it. But is there a way to disable buildings spawning in the world, without player assistance? I keep coming across fortresses that are almost fully floating in the air.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/21/2011
Posts:
52
Member Details
I got a bug.. whenever I enter a world I lose some of the research I had in that world.
Also I found textures called plane, submarine and helicopter in the mod files.. Is this 4 some modern part of this mod in the future?
Rollback Post to RevisionRollBack
If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
I got a bug.. whenever I enter a world I lose some of the research I had in that world.
Also I found textures called plane, submarine and helicopter in the mod files.. Is this 4 some modern part of this mod in the future?
No.This is Ancient not MODERN!
Also a design for the sumbarine was found in 1596 and 1800s airplane.
I've glanced around, but have yet to find anything about it. But is there a way to disable buildings spawning in the world, without player assistance? I keep coming across fortresses that are almost fully floating in the air.
Method A:
open your world-gen config file (.minecraft/config/AWConfig/AWWorldGen.cfg) and delete all 'entries' (begins with entry: and ends with :endentry).
Method B:
Delete the templates themseleves from the template directory (.minecraft/config/AWConfig/templates/included).
(this will throw silent errors when they are attempted to generate, but should work)
In other news:
The validation issues(s) that cause floating structures/weird placement has been _vastly_ cleaned up/improved in the up-coming 1.7 versions (also support for a much larger variety of structure / validation types)
I got a bug.. whenever I enter a world I lose some of the research I had in that world.
Also I found textures called plane, submarine and helicopter in the mod files.. Is this 4 some modern part of this mod in the future?
Hmm..Is this occurring the most recent version of the mod? I will take a close look at it, and make sure I didn't break stuff in one of the more recent releases. I've had a few issues in the past with this myself, but thought I had cleared it up.
Plane/sub/helicopter -- they are in the current mod, but disabled by default. They are there mostly for single-player worlds where you don't care if you are bit overpowered. To enable them, open up the AncientWarfare.cfg file, find the entries for those vehicles, and change enabled=false to enabled=true.
I am having issues.
I am unable to set first bound on our server. Example, wheat farm, unable to do the first click of the boundary. Other users can from my PC and if I logon to another system, I still can not.
in my hud, the X,Y,Z size stay @ 1 when I have a farm block selected.
our server is running 1.1.039-beta-MC164
I am having issues.
I am unable to set first bound on our server. Example, wheat farm, unable to do the first click of the boundary. Other users can from my PC and if I logon to another system, I still can not.
in my hud, the X,Y,Z size stay @ 1 when I have a farm block selected.
our server is running 1.1.039-beta-MC164
Thanks for the help.
~0900
I think I ran into the same problem a couple days ago when I was replacing all my civics. I know it doesn't like it when you try and set the bound on a crop, tall grass, or sapling. It skips all the steps and gives you a 1x1x1 cube as a bounding box. If this is the case, simply place the civic next to it and try again without clicking on a plant. (it fixed my problems)
Construct a town-hall, and put the food in there. The npcs should automatically go to the town-hall to get lunch when they are hungry.
Alternatively, you can put some food inside any block or entity-based container, and use the command baton to 'assign upkeep point' to the chosen site.
The wiki is very helpful for issues like these.
Let's hope we get even more new unified events in the newest Forge version. Wish their were a unified damage source event system where a mod developer could plug in different damage event types and other mods could modify them more readily. So say a mod adds Cold damage, or Unholy damage or whatnot and any other mod that looks for Unholy damage could hook into it. You could make realistic armor systems and damage type protections across the spectrum of mods without writing an API to hook into your mod's damage type.
As it is, I am tempted to just make 'frameworks' out of carpenter blocks, and then allow server people to simply have their miners build the framework, to be 'filled' with blocks of their choosing.
There is no longer a GUI to set power/etc, this has been gone for quite some time. You need to be riding the vehicle and use the keybinds.
Please see: http://ancientwarfare.wikispaces.com/Vehicles+Overview for details as to the specific keys/functions/other details of interacting with vehicles.
The current structure system will not support any NBT data for mod-added blocks, as _far_ too many of them have issues when duplicated (e.g. their NBT data references things that do not exist in the new location).
The future structure system (for the 1.7+ release) will be capable of handling _any_ mod added blocks, --if-- (and ONLY if) a plugin has been written and loaded to handle those blocks. The default behavior for mod-blocks that lack a plugin will be the same as the current system (id and meta only).
AW-1.1.040-beta-MC164.zip
Change Log 039 -> 040 (01-17-14)
* NEW -- Added / commands for team manipulation. These commands should be available to all server ops and via command blocks.
/awteam set [teamNum playerName]
/awteam setrank [playerName newRank]
/awteam list
/awteam list [teamNum]
* NEW -- New/updated Team control GUI. Littl bit cleaner formatting, easier to understand/use.
* NEW -- Block-Break event support. Mostly for use by protection mods. Known to support MyTown, and many others should work.
* NEW -- Warzones system -- a _very_ basic built-in block-protection mechanism. Default is for it to be disabled, and no change from previous functionality
* NEW -- New config options to enable/disable firing of block-break events, and to enable/disable/invert warzones.
* CHANGE -- Civics store placing-player name for use in block-break/protection events. Civics will break blocks as if they _are_ the player that placed them.
* FIX -- Team system back-end code has been rewritten. Should resolve many issues with duplicate entries, erroneous teams, and improper ranks.
* CHANGE -- minor change in the handling/storing of team-data. It is no longer stored in AWGameData, but no has its own data file (AW_TEAM_DATA.dat)
* FIX -- fix translation/death message when killed directly by an NPC (missiles were fixed previously)
* FIX -- fix registration of items to prevent log-spam of 'this item will not survive an upgrade to 1.7'
* FIX -- Reinforced blocks no longer think that they can update on-tick.
* FIX -- Quarry will now validate blocks before placing ladders. Will not _fill_ empty blocks, but will no longer place ladders where it should not.
* FIX -- Icons should once again render properly in the ammo-selection gui for vehicles.
* FIX -- resolve a _potential_ crash that would result when item-ids are not set properly. (this doesn't fix people messing up their item-ids, merely a crash that could occur when they were messed up..)
Project Red Dog - Public Minecraft Server owner,
Website: www.ProjectRedDog.com
TechStack
Hmm...I will look into this, I may have forgotten to include the default templates in the .zip. If so, there may be a new/updated release. I'll let you know.
Almost that easy...
Use NBT-Edit, or any other nbt-editing program, and find the AW_GAME_DATA.dat in the saves folder for that world, and delete the research entry for the player in question.
If you had downloaded it, and were missing the default structures, please re-download the file (link is the same).
In order to make it properly export the missing files, you will need to open the AncientWarfare.cfg file, and near the bottom there is a section for structure-management. Change the entry of "B:exportdefaults=false" to say "B:exportdefaults=true" -- this should force the copying of the default included structures into your structure template directory. Alternatively, you may extract the templates from the mod .zip manually and put them into your config/AWConfig/structures/included directory (they are located in the zip at shadowmage/ancient_warfare/resources/templates ...there are a few odd ones in there that are not normally copied out, feel free to play with those as well).
Also I found textures called plane, submarine and helicopter in the mod files.. Is this 4 some modern part of this mod in the future?
Also a design for the sumbarine was found in 1596 and 1800s airplane.
Method A:
open your world-gen config file (.minecraft/config/AWConfig/AWWorldGen.cfg) and delete all 'entries' (begins with entry: and ends with :endentry).
Method B:
Delete the templates themseleves from the template directory (.minecraft/config/AWConfig/templates/included).
(this will throw silent errors when they are attempted to generate, but should work)
In other news:
The validation issues(s) that cause floating structures/weird placement has been _vastly_ cleaned up/improved in the up-coming 1.7 versions (also support for a much larger variety of structure / validation types)
Hmm..Is this occurring the most recent version of the mod? I will take a close look at it, and make sure I didn't break stuff in one of the more recent releases. I've had a few issues in the past with this myself, but thought I had cleared it up.
Plane/sub/helicopter -- they are in the current mod, but disabled by default. They are there mostly for single-player worlds where you don't care if you are bit overpowered. To enable them, open up the AncientWarfare.cfg file, find the entries for those vehicles, and change enabled=false to enabled=true.
I am unable to set first bound on our server. Example, wheat farm, unable to do the first click of the boundary. Other users can from my PC and if I logon to another system, I still can not.
in my hud, the X,Y,Z size stay @ 1 when I have a farm block selected.
our server is running 1.1.039-beta-MC164
Thanks for the help.
~0900
I think I ran into the same problem a couple days ago when I was replacing all my civics. I know it doesn't like it when you try and set the bound on a crop, tall grass, or sapling. It skips all the steps and gives you a 1x1x1 cube as a bounding box. If this is the case, simply place the civic next to it and try again without clicking on a plant. (it fixed my problems)