Highlights:
Should fix up loading of the default structure pack, fixes the research system resource display, and adds a gui to the research book to view what stuff is craftable from each research.
Do you have any plans on going back and updating the 1.6.4 version?
Do you have any plans on going back and updating the 1.6.4 version?
Not particularly. Unless there is a severe/crash related issue, the 1.6 branch is frozen and will not be seeing any further updates. Just not enough time to work on both of them.
General FYI -- I'm in the process of writing up an instruction manual for the new AW 1.7+ test versions to aid you guys in figuring out WTF is going on. I realize there were some pretty substantial changes and zero information released relating to the new systems, and I have to apologize for that -- I did not mean to leave you all hanging.
So far I'm up to ~10 pages of 10pt font. LOTS of information regarding the use and function of pretty much every item, block, and entity that AW adds.
Hopefully I'll get it wrapped up and be able to post it later today. So..if you are currently or plan on testing the new versions, please take a look over it when it is posted -- should clear up most of the common questions.
The document itself is a WIP, but should have enough information in it to get you started with the mod in its new form. So far it covers the core, automation, and npc modules in pretty good detail. I've yet to add information regarding the structure module as most of that is already available on the wiki (the only thing that has changed is GUI layouts).
the scanner wasn't accounting for reinforced blocks... did you fix that?
I have a lovely castle I'd like to export, and the scan is not saving the walls.
It does not pick up reinforced blocks because they (the blocks) are not going to be present in the 1.7+ releases.
Although, I thought I had added code to allow default handling of mod blocks through a 'dumb' (non-rotation aware) block-rule. This _should_ have caught the reinforced blocks as well.
I will see about taking some time to look into this. Might be able to issue one final release to fix the issue (and one or two other small things that have been fixed in the dev-code for awhile now).
is there a way i could use the mob spawners to spawn an npc (like an archer) that is allied with the first team you spawn on so evryone can collect them and then switch to their specific team with them in their inventory?
If I may make a suggestion, for a way to enable mod compatibility for the soldiers:
Soldiers are divided into melee troops and ranged troops. However, instead of crafting the soldier with armor and a sword, you must right click on the soldier with the equipment to arm the soldier.
Melee soldiers just simulate a left-click with their held item when they attack; ranged soldiers simulate a right-click.
research is bugged.... I'd upload a picture or something to illustrate, but it would be problematic.... here's the thing:
-put down a research station
-added owned research book
-queued ALL the technologies
so far, so good...... Invention requested sticks, charcoal, string and torches, which I added.
-research begins... completes Invention, moves on to Agriculture, then to Leadership.
-Leadership requests paper, which I DON'T ADD.
-research continues as if everything is already added.
that's without any NPCs around.
when I tried to use a researcher, the game crashed when I tried to add the materials.
Rollback Post to RevisionRollBack
Programming was supposed to mean simplicity... then, Mojang showed up.
did you guys consider changing the structure builders so that they dig the hole first instead of just overwriting blocks?
I mean, if you scan a building with a basement, there's no way to remove the dirt or rock you might be including because the scan is cubic, and you can't account for indentations.
and then if you have to build that structure, you have to include those blocks you then overwrite.... so if you scan stone on the first pass, then you have to dig cobblestone, and cook it back into stone, only to have the builder place it on top of another block of stone, underground.
. . .
if it dug out the hole, at least you would be recovering some materials.
Rollback Post to RevisionRollBack
Programming was supposed to mean simplicity... then, Mojang showed up.
Please see the link for the changelog. Please not that all currenty in-game faction NPCs will be removed upon installing this release -- repack them into items if you wish to keep them.
If you wish to help test using the test releases, you must adhere to the following (or you will get no support and possibly yelled at)
Please report bugs on github. Please also look at the existing bugs/issues before reporting a new one. dupe reports waste my time and yours. Do not PM me with bug-reports. You can post them here in the thread as well so that others are aware of them, but if they do not get posted to the github issue tracker I WILL NOT SEE THEM, AND THEY WILL NOT GET FIXED. If there is a crash, you -must- attach the crashlog if you want to be helped. Otherwise, please describe your issue in as much detail as possible. In case you are lost, the link to the bug/issue tracker is: (https://github.com/shadowmage45/AncientWarfare2/issues?direction=desc&sort=updated&state=open)
These releases probably have a _ton_ of bugs. A few things are just _unfinished_. Most stuff should at least be crash free, even if it does not work properly yet. Please report any crashes you encounter. Feel free to report unfinished stuff / non-functional stuff -- at the very least it will let others be aware of the issue, and sometimes things get missed / overlooked, so could very well be a legitimate issue.
I will not be posting these releases on the main page until I hit at least the beta-stage....keep an eye out on the thread and/or github repo to know when new test-releases are available.
NEI plugin is built in. Do not ask me what recipes are -- I don't know them by heart -- either use NEI or look them up in the source-code.
Things will likely break in between these releases and require entirely new worlds to be created -- if you are trying to actually -play- using these releases, you are crazy, they are for testing and fixing purposes...if you are looking to -play- the mod, please come back in a few weeks/months and look for the beta (or later) releases, or return to the existing 1.6.4 releases until things are finished.
did you guys consider changing the structure builders so that they dig the hole first instead of just overwriting blocks?
I mean, if you scan a building with a basement, there's no way to remove the dirt or rock you might be including because the scan is cubic, and you can't account for indentations.
and then if you have to build that structure, you have to include those blocks you then overwrite.... so if you scan stone on the first pass, then you have to dig cobblestone, and cook it back into stone, only to have the builder place it on top of another block of stone, underground.
. . .
if it dug out the hole, at least you would be recovering some materials.
If you want a hole dug, then dig it. Nothing stopping you. Quarries work great for digging holes, just stop them when they are at the right level.
When I spawn structures Zombies, skeletons, and other hostile mobs spawn in it too. Is there any way to change that?
Put light sources in your template. Mobs are spawning in the dark areas just like any other dark spot in vanilla. Nothing shadow can realistically do that makes sense to "fix" this.
Please see the link for the changelog. Again, there have been some big internal changes to NPCs, and some (mostly elites) will probably be invalid when loading old worlds.
If you wish to help test using the test releases, you must adhere to the following (or you will get no support). Use them at your own risk as they are -not- ready for general play-use yet.
Please report bugs on github. Please also look at the existing bugs/issues before reporting a new one. dupe reports waste my time and yours. Do not PM me with bug-reports. You can post them here in the thread as well so that others are aware of them, but if they do not get posted to the github issue tracker I WILL NOT SEE THEM, AND THEY WILL NOT GET FIXED. If there is a crash, you -must- attach the crashlog if you want to be helped. Otherwise, please describe your issue in as much detail as possible. In case you are lost, the link to the bug/issue tracker is: (https://github.com/s...ated&state=open)
These releases probably have a _ton_ of bugs. A few things are just _unfinished_. Most stuff should at least be crash free, even if it does not work properly yet. Please report any crashes you encounter. Feel free to report unfinished stuff / non-functional stuff -- at the very least it will let others be aware of the issue, and sometimes things get missed / overlooked, so could very well be a legitimate issue.
I will not be posting these releases on the main page until I hit at least the beta-stage....keep an eye out on the thread and/or github repo to know when new test-releases are available.
NEI plugin is built in. Do not ask me what recipes are -- I don't know them by heart -- either use NEI or look them up in the source-code.
Things will likely break in between these releases and require entirely new worlds to be created -- if you are trying to actually -play- using these releases, you are crazy, they are for testing and fixing purposes...if you are looking to -play- the mod, please come back in a few weeks/months and look for the beta (or later) releases, or return to the existing 1.6.4 releases until things are finished.
Do you have any plans on going back and updating the 1.6.4 version?
Not particularly. Unless there is a severe/crash related issue, the 1.6 branch is frozen and will not be seeing any further updates. Just not enough time to work on both of them.
So far I'm up to ~10 pages of 10pt font. LOTS of information regarding the use and function of pretty much every item, block, and entity that AW adds.
Hopefully I'll get it wrapped up and be able to post it later today. So..if you are currently or plan on testing the new versions, please take a look over it when it is posted -- should clear up most of the common questions.
the scanner wasn't accounting for reinforced blocks... did you fix that?
I have a lovely castle I'd like to export, and the scan is not saving the walls.
https://github.com/shadowmage45/AncientWarfare2/blob/master/releases/dev/instruction_manual_2.0.33-alpha.pdf?raw=true
The document itself is a WIP, but should have enough information in it to get you started with the mod in its new form. So far it covers the core, automation, and npc modules in pretty good detail. I've yet to add information regarding the structure module as most of that is already available on the wiki (the only thing that has changed is GUI layouts).
It does not pick up reinforced blocks because they (the blocks) are not going to be present in the 1.7+ releases.
Although, I thought I had added code to allow default handling of mod blocks through a 'dumb' (non-rotation aware) block-rule. This _should_ have caught the reinforced blocks as well.
I will see about taking some time to look into this. Might be able to issue one final release to fix the issue (and one or two other small things that have been fixed in the dev-code for awhile now).
https://github.com/shadowmage45/AncientWarfare2/releases/tag/2.0.34-alpha-MC172
See the link for the changelog -- lots of stuff cleaned up.
Soldiers are divided into melee troops and ranged troops. However, instead of crafting the soldier with armor and a sword, you must right click on the soldier with the equipment to arm the soldier.
Melee soldiers just simulate a left-click with their held item when they attack; ranged soldiers simulate a right-click.
-put down a research station
-added owned research book
-queued ALL the technologies
so far, so good...... Invention requested sticks, charcoal, string and torches, which I added.
-research begins... completes Invention, moves on to Agriculture, then to Leadership.
-Leadership requests paper, which I DON'T ADD.
-research continues as if everything is already added.
that's without any NPCs around.
when I tried to use a researcher, the game crashed when I tried to add the materials.
I mean, if you scan a building with a basement, there's no way to remove the dirt or rock you might be including because the scan is cubic, and you can't account for indentations.
and then if you have to build that structure, you have to include those blocks you then overwrite.... so if you scan stone on the first pass, then you have to dig cobblestone, and cook it back into stone, only to have the builder place it on top of another block of stone, underground.
. . .
if it dug out the hole, at least you would be recovering some materials.
https://github.com/shadowmage45/AncientWarfare2/releases/tag/2.0.35-alpha-MC172
Please see the link for the changelog. Please not that all currenty in-game faction NPCs will be removed upon installing this release -- repack them into items if you wish to keep them.
If you wish to help test using the test releases, you must adhere to the following (or you will get no support and possibly yelled at)
^^ Most importantly -- POST YOUR BUG REPORTS TO THE GITHUB ISSUE TRACKER (https://github.com/shadowmage45/AncientWarfare2/issues?direction=desc&sort=updated&state=open) -- Posting them here is a waste of your time and mine -- I am no longer monitoring this thread for issue reports.
If you want a hole dug, then dig it. Nothing stopping you. Quarries work great for digging holes, just stop them when they are at the right level.
Put light sources in your template. Mobs are spawning in the dark areas just like any other dark spot in vanilla. Nothing shadow can realistically do that makes sense to "fix" this.
https://github.com/shadowmage45/AncientWarfare2/releases/tag/2.0.36-alpha-MC172
Please see the link for the changelog. Again, there have been some big internal changes to NPCs, and some (mostly elites) will probably be invalid when loading old worlds.
If you wish to help test using the test releases, you must adhere to the following (or you will get no support). Use them at your own risk as they are -not- ready for general play-use yet.
I'm sorry to say I've never played with your mod before, but it sounds promising. I have a questions,
With this be compatible in any way to MCA or Millenaire?