Sometimes when you try to repack gates, the game crashes and they forget who placed them. Like you can't Shift-click and repack anymore.
Also what happened to the old gate GUI? The one with all the options for permissions and stuff, I'd also like an option in there to disable activation from redstone sources...
Here is the crash that happens after you try to repack:
java.lang.NullPointerException
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:617)
at com.sijobe.spc.overwrite.ONetServerHandler.func_72472_a(ONetServerHandler.java:175)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:617)
at com.sijobe.spc.overwrite.ONetServerHandler.func_72472_a(ONetServerHandler.java:175)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
-- Ticking connection --
Details:
Connection: com.sijobe.spc.overwrite.ONetServerHandler@5622cbd3
Stacktrace:
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Sometimes when you try to repack gates, the game crashes and they forget who placed them. Like you can't Shift-click and repack anymore.
dont repack while holding a gate item.
try repacking by clicking it with the hand.
it's a bug that's been around for a while, but I don't remember if it was reported.
gates also don't like world editors like MCEdit... if you shift the gate's position in some way, the placement point doesn't shift along with it, so it stops acknowledging your clicks and hits.
just go with care while handling gates, until a fix is released.
Rollback Post to RevisionRollBack
Programming was supposed to mean simplicity... then, Mojang showed up.
I'm having problems with MohawkyMagoo's structure pack. They don't show up on the drafting station. I tried opening the files and adding the "creative=true" and "survival=true" parameters but it didn't seem to matter. The formats of his and the default structures are different as well, maybe thats it? Is anyone else having that problem?
Yes, structure packs add structures that you can build in survival mode.
No, you can make your own templates, feel free to do so (tools are in the structures creative tab). If you make your own, you can use NPCs in them (in creative mode / world gen at least).
No, the structure packs are not available yet for 1.7 (as 1.7 release is not finished yet)
No, the NPCs from the 1.6 packs do not work when placed in the 1.7 releases. (again, 17 is not finished, nor are the structure packs)
Yea ok. I was wondering because I crafted all the crafting tables that I could and could not find a way to get structure blocks. So does that mean for now the drafting table(was it?) Does not work on 1.7 and in addition the town hall is completely useless?
Yea ok. I was wondering because I crafted all the crafting tables that I could and could not find a way to get structure blocks. So does that mean for now the drafting table(was it?) Does not work on 1.7 and in addition the town hall is completely useless?
1.7 test releases
Both are functional -- but, as the structure system was intended originally -- you have to make your own templates (at least until the update is finished and I get the structure packs updated). (seriously, you really are supposed to make your own, that is why I spent hours writing the scanning tools/system)
NPC should work, and so does the drafting station (as far as I'm aware...if it doesn't submit a bug report on github). Templates will need to be flagged for survival in order to show up in the drafting station (you can set that from the scanner GUI when you scan/export the template).
-- also, the location for the templates/etc has changed in the 1.7 version, they are now located in a slightly different location (part of unifying the config layout and breaking out each module to have its own config file) the structures should be located at: .minecraft/config/ancientwarfare/structures/included),
I'm having problems with MohawkyMagoo's structure pack. They don't show up on the drafting station. I tried opening the files and adding the "creative=true" and "survival=true" parameters but it didn't seem to matter. The formats of his and the default structures are different as well, maybe thats it? Is anyone else having that problem?
It all depends if you are using 1.6 or 1.7? Mohawkys packs dont' have any survival mode structures by default, so you will need to edit the templates. Additionally, if you are trying to use the old packs with the 1.7 releases....don't. They are not fully compatible -- they are only compatible enough so that the makers of the packs can use the old template as a base to rescan without having to fully rebuild.
Sometimes when you try to repack gates, the game crashes and they forget who placed them. Like you can't Shift-click and repack anymore.
Also what happened to the old gate GUI? The one with all the options for permissions and stuff, I'd also like an option in there to disable activation from redstone sources...
Here is the crash that happens after you try to repack:
java.lang.NullPointerException
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:617)
at com.sijobe.spc.overwrite.ONetServerHandler.func_72472_a(ONetServerHandler.java:175)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:617)
at com.sijobe.spc.overwrite.ONetServerHandler.func_72472_a(ONetServerHandler.java:175)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
-- Ticking connection --
Details:
Connection: com.sijobe.spc.overwrite.ONetServerHandler@5622cbd3
Stacktrace:
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
I'm pretty much done dealing with 1.6...so that issue might not get fixed in the 1.6 branches. You may open up a bug/issue ticket on the github tracker for the 1.6 branch if you like -- that way IF I do any more releases, it is much more likely to get fixed.
However as the gates got ported mostly intact to 1.7, I will investigate similar issues in the new releases.
The old gate GUI was removed when people started complaining that things were 'too complex with too many GUIs'. It may or may not make it back in the 1.7 releases (they kind of need the advanced control... and I no longer really care if people think things are too complex....grow a pair or go write your own mod).
dont repack while holding a gate item.
try repacking by clicking it with the hand.
it's a bug that's been around for a while, but I don't remember if it was reported.
gates also don't like world editors like MCEdit... if you shift the gate's position in some way, the placement point doesn't shift along with it, so it stops acknowledging your clicks and hits.
just go with care while handling gates, until a fix is released.
Hmm...I'll see what I can do about the MCEdit stuff -- it comes down to the fact that gates use blocks for their interaction and collision detection (invisible/non-textured blocks) -- if the entity gets moved but the blocks do not, there will be no interaction (as that is -all- done through the blocks) and the collision stuff will likely be odd (you might be able to fall through portions of the entity) and/or might get kicked for flying on a ded. server.
The fix would likely involve having the proxy blocks constantly/occasionally validate that their parent gate is present and in the proper position, as well as the gate itself validating all of its supposed proxy-block positions.
it comes down to the fact that gates use blocks for their interaction and collision detection
are they reading an input at absolute XYZ instead of gate+offsetXYZ, by any chance?
they don't show up in MCE as blocks (not even unidentified blocks).
I don't know how you're managing the thing itself, but it might be better to use the proxy blocks for everything and leave the gate as a graphic effect.
if I could cite an example, I would... but nothing comes to mind :/
are they reading an input at absolute XYZ instead of gate+offsetXYZ, by any chance?
they don't show up in MCE as blocks (not even unidentified blocks).
I don't know how you're managing the thing itself, but it might be better to use the proxy blocks for everything and leave the gate as a graphic effect.
if I could cite an example, I would... but nothing comes to mind :/
Currently the proxy blocks themselves store a reference to their owning entity and delete themselves from the world if their entity is removed via proper methods (setDead()). The entity portion of the gate is mostly just there for a graphic and managing of the blocks (a lot easier than a tile-entity based multi-block method). The gate-entity spawns the blocks in the world when it is first spawned, changes their locations when the gate changes status (open/closed), and removes them from the world when the gate is destroyed.
I'm guessing what is happening in the instance of the MC-edit moving gates is (would have to know how MCedit moves things to know for sure): MC-edit copies the entity-nbt data, merely moves the tags internal position references, and re-adds the entity to the world as a new entity but using the loadFromNBT method. This bypasses/skips the methods for placing the initial proxy blocks (which must be called manually when spawning the entity the first time), and thus the new/moved entity does not have any of the blocks that trigger its interaction stuff.
The problem with using the blocks/TEs for everything...is the fact that a gate may straddle across chunks -- it might be half loaded or unloaded at any time, so your 'master' block may or may not be loaded at any point in time. From there it all goes to hell, trying to figure out what is/not loaded, and all the special-casing of stuff to deal with it. (Trying to synch tiles with other tiles is always a headache because of the dynamic chunk-loading)
With an entity -- it is either loaded or not. If the gate was straddling chunks and the entity-portion got unloaded while some blocks remain, there is not really a problem -- the gate 'graphic' will disappear, but the proxy blocks will remain so the gate is still functionally there in the loaded chunks. When the entity-portion is reloaded, it won't need to do anything as its proxy blocks are all still there. It also works well the other way..with the entity loaded but part of the blocks unloaded.
It all depends if you are using 1.6 or 1.7? Mohawkys packs dont' have any survival mode structures by default, so you will need to edit the templates. Additionally, if you are trying to use the old packs with the 1.7 releases....don't. They are not fully compatible -- they are only compatible enough so that the makers of the packs can use the old template as a base to rescan without having to fully rebuild.
I am using 1.6 and have edited the templates. they still don't show up.
Quote from Shadowmage4513»
I'm guessing what is happening in the instance of the MC-edit moving gates is (would have to know how MCedit moves things to know for sure): MC-edit copies the entity-nbt data, merely moves the tags internal position references, and re-adds the entity to the world as a new entity but using the loadFromNBT method.
if you said the blocks delete themselves after loading, then it's possible that MCE is not even picking them up.
a world modified with MCE still retains these blocks, as I was able to open and pack a bugged gate after shifting it in MCE.
Rollback Post to RevisionRollBack
Programming was supposed to mean simplicity... then, Mojang showed up.
ok another question... how do i get my peole (like farmers, lumberjacks etc) to work?? i tried everything but they are just standing there.
A.) The workers need food before they will work. Setup a town-hall/etc and fill it with food.
B.) They need a worksite to work at. Setup a worksite/civic (1.7 / 1.6 naming differences) of the appropriate work type.
C.) Worksites must be on the same team as the NPC/worker.
D.) The worksite must have work to do (meaning it has any/all required resources)
If all of the above have been done/met the worker should _automatically_ begin working.
(You can also manually assign worksites with the command baton, but that is usually for advanced setups where you want specific workers working at specific blocks)
ok so the fishermens and miners work but lumberjacks and farmers dont. i did all what you said
are you on 1.6 or 1.7?
on 1.7 you need to set the target blocks for tree farm and crop farm type worksites -- look in their inventory, there is a button to set the target blocks. This lets you set the planting pattern.
If you are on 1.6, your worksites are probably not set up properly (i.e. are not set to cover the right blocks) or are otherwise missing the materials they need (crop farms need seeds, tree farms need saplings)
im on 1.6. so i always have to go down one block to build?
sneak-click will select the block above the one you're looking at, effectively making the boundary (X wide) x (2 high) x (Z long)
when building farms, have these tips in mind:
-you can make the farm as big as you want, up to 16x16.
-one square of water waters 2 blocks to either side easily.
-the civic fits 3 slots for bone meal stacks... that's 3 stacks of 64.
-crops can be fertilized with any 1 to 3 uses of bone meal, but never more than 3.
it's all about numbers:
-assuming that every use of bone meal fails (worst case scenario), you'll need 3 items of BM per planted block.
-you have a maximum of 3 stacks of bone meal per civic... that leaves you a top effective use of 1 stack per civic, worst case scenario.
-that leaves you with a top of 64 blocks of growth-able ground, plus water.
-assuming that every watered square provides for 24 planted blocks efficiently, you'll need 4 squares of water for the 64 squares of crop, but if you try to maximize the trio of space, resources and output, you can't water 64 effective blocks of crop on a maximum of 64 blocks of seeded ground... you can water at most 60... anything more will create a waste of seeds which you can't fertilize with one tri-stack-load of bone meal.
-additionally, you need to cordon the area so that no monsters or enemies ruin the crop.
so, 64 blocks of crop, plus one block to either side for a wall, that comes to 10x10, including the space for the civic itself.
and you dig a block for the water, 2 blocks inwards diagonally from every corner.
Forgive me if this seems asinine, but do the gates and drawbridges work in the 1.7.2 beta release? I'm patiently awaiting the final version of this fantastic mod, but not having those amazing gates for my castles and villages is sad, indeed. (My structures are all open to the world in preparation for the gates haha) If not, oh well, I'll wait. In any case, this mod is great and was the only reason it took so long for me to go to 1.7.2. Keep up the excellent work!
pleasepleasepleaseaddcavalry!!!!! seriously you could make a horse farm code it so that horsemen automatically mount the horses in the horse farm if they are saddled. also you would need to add recipes for horse armor and saddles but whateves
pleasepleasepleaseaddcavalry!!!!! seriously you could make a horse farm code it so that horsemen automatically mount the horses in the horse farm if they are saddled. also you would need to add recipes for horse armor and saddles but whateves
But one thing is bugging me, which is the team system. Having only a highly limited number of teams can easily become a problem on a server, since people might select a still empty team, and later on decide to not play anymore, causing the team to become unusable. Also on a bigger server it would be possible to run out of teams. If I'm allowed to make a suggestion, a team system where anyone can create a new team with a name or a system with a configurable amount of teams would solve this problem I think. This would lead to a problem with the flags, but could be solved by allowing each team to choose its own colours.
Anyway this mod is still great and lots of fun to play with. Keep up the great work!
In the 1.7.x versions, the Teams are managed via the vanilla scoreboard teams -- there is no longer any limit to the number of players on a team, and they can be edited manually by admins if needed using the vanilla /commands.
The team-color flags are no longer a thing -- looking into finding a way to implement them using the scoreboard-team colors...but they've done some hacky stuff with the scoreboard colors and store them as a chat-formatting text-string (so i need to find some way to decomopose that string back into a hex-color).
Forgive me if this seems asinine, but do the gates and drawbridges work in the 1.7.2 beta release? I'm patiently awaiting the final version of this fantastic mod, but not having those amazing gates for my castles and villages is sad, indeed. (My structures are all open to the world in preparation for the gates haha) If not, oh well, I'll wait. In any case, this mod is great and was the only reason it took so long for me to go to 1.7.2. Keep up the excellent work!
Gates / drawbridges _should_ already be working/implemented in the current 1.7.+ test releases.
Also what happened to the old gate GUI? The one with all the options for permissions and stuff, I'd also like an option in there to disable activation from redstone sources...
Here is the crash that happens after you try to repack:
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 7/15/14 12:33 PM
Description: Ticking memory connection
java.lang.NullPointerException
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:617)
at com.sijobe.spc.overwrite.ONetServerHandler.func_72472_a(ONetServerHandler.java:175)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:617)
at com.sijobe.spc.overwrite.ONetServerHandler.func_72472_a(ONetServerHandler.java:175)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
-- Ticking connection --
Details:
Connection: com.sijobe.spc.overwrite.ONetServerHandler@5622cbd3
Stacktrace:
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 460305824 bytes (438 MB) / 1470627840 bytes (1402 MB) up to 1617952768 bytes (1543 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1736M -XX:MaxPermSize=128M
AABB Pool Size: 965 (54040 bytes; 0 MB) allocated, 855 (47880 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_D1 91 mods loaded, 91 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SPCForge{5.2} [SPC Forge] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenModsCore{@VERSION@} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
divinerpg{1.3.0.5 Beta!} [DivineRPG] ([1.6.4][Beta-V6.1]DivineRPG.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2{2.0.397-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.397-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ImmibisCore{57.2.0} [Immibis Core] (immibis-core-57.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AdvancedRepulsionSystems{57.2.0} [Advanced Repulsion Systems] (adv-repulsion-systems-57.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AdvancedMachines{57.3.3} [Advanced Machines] (advanced-machines-57.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
algaecraft{1.4.3} [AlgaeCraft] (algaecraft1.4.3(6)_forMC1.6.4_Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AnimatedPlayer{1.3.0} [Animated Player Mod] (Animated_Player_v1.3.0_mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI v1.1.2 mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AncientWarfare{1.1.047-beta-MC164} [Ancient Warfare] (AW-1.1.047-beta-MC164.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AncientStructures{1.1.047-beta-MC164} [Ancient Warfare Structures Module] (AW-1.1.047-beta-MC164.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{1.28.37} [Backpack] (backpack-1.28.37-1.6.x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterGrassAndLeavesMod{1.6.4.D} [Better Grass & Leaves Mod] (BetterGrassAndLeavesMod[v1.6.4.D].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CarpentersBlocks{2.1.2} [Carpenter's Blocks] (Carpenter's Blocks v2.1.2 - MC 1.6+ (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ComputerCraft{1.63} [ComputerCraft] (ComputerCraft1.63.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ConfigMod{v1.0} [Extended Mod Config] (ConfigMod for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoroAI{v1.0} [CoroAI] (CoroUtil for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CountryGamer_Core{1.1.1} [CountryGamer Core] (CountryGamer_Core_1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CrossbowMod2{a0.1.6} [Crossbow Mod 2] (Crossbow-Mod-2-1.6.4-a0.1.6.33.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
customnpcs{1.6.4} [CustomNpcs] (CustomNPCs_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtendedRenderer{v1.0} [Extended Renderer] (ExtendedRenderer for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtrabiomesXL{3.15.8} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.6.4-3.15.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FlansMod{4.1.1} [Flans Mod] (FlansMod-4.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FoodPlus{2.9.5rS} [§bFood Plus] (FoodPlus-1.6.4-2.9.5rS.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
guilib{1.0.6.1} [GUI Library] (Forge_GuiLibv1.0.6.1 (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.115-core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ResonantEngine{@MAJOR@.@MINOR@.@REVIS@} [ResonantEngine] (Resonant-Engine-Development-1.2.0.266-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMultipart{1.0.1.268} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.1.268.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ResonantInduction|Core{0.3.1} [Resonant Induction] (Resonant-Induction-0.3.1.369-Resonant-Induction Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ResonantInduction|Atomic{0.3.1} [Resonant Induction Atomic] (Resonant-Induction-0.3.1.369-atomic.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ICBM{1.4.2} [ICBM] (ICBM-Development-1.4.2.246.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ICBM|Sentry{1.4.2} [ICBM Sentry] (ICBM-Development-1.4.2.246.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ICBM|Explosion{1.4.2} [ICBM Explosion] (ICBM-Development-1.4.2.246.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GalacticraftCore{2.0.14} [Galacticraft Core] (Galacticraft-1.6.4-2.0.14.1084.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GalacticraftMars{2.0.14} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.14.1084.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GollumCoreLib{1.0.0} [Gollum Core Lib] (GollumLib-1.0.0_for_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Hats{2.1.8} [Hats] (Hats2.1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ImmibisPeripherals{57.1.0} [Immibis's Peripherals] (immibis-peripherals-57.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
InfernalMobs{1.4.4} [Infernal Mobs] (InfernalMobs_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LiquidXP{57.1.2} [Liquid XP] (liquid-xp-57.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mca{3.6.1} [Minecraft Comes Alive] (MCA-3.6.1 MC-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
minegicka{1.4.3} [Minegicka 2] (Minegicka II 1.4.3 for MC1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildMod{v1.0} [Build Mod] (ModBuild for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MorePistons{1.5.0 [Build Smeagol]} [More Pistons] (More_Pistons-1.5.0_for_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cfm{3.3.4} [MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.3.4(1.6.4) (2).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1.4.4_mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft{0.10.13.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.13.01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIPlugins{1.1.0.6} [NEI Plugins] (NEIPlugins-1.1.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenMods{0.5.1} [OpenMods] (OpenModsLib-0.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenBlocks{1.2.9} [OpenBlocks] (OpenBlocks-1.2.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Core{4.3.5.30} [ProjectRed] (ProjectRedBase-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Transportation{4.3.5.30} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Exploration{4.3.5.30} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Compatibility{4.3.5.30} [ProjectRed-Compatibility] (ProjectRedCompat-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Integration{4.3.5.30} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Transmission{4.3.5.30} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Illumination{4.3.5.30} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Expansion{4.3.5.30} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{4.1.0g} [Thaumcraft] (Thaumcraft4.1.0g.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{8.4.0.0} [Railcraft] (Railcraft_1.6.4-8.4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ResonantInduction|Archaic{0.3.1} [Resonant Induction Archaic] (Resonant-Induction-0.3.1.369-archaic.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ResonantInduction|Mechanical{0.3.1} [Resonant Induction Mechanical] (Resonant-Induction-0.3.1.369-mechanical.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
RopesPlus{1.5.4} [Ropes+] (RopePlus_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TheCreep{3.1.02_1.6.4} [The Creep Mod] (The Creep Mod V3.1.02_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
tropicraftmod{v5.1.7 for MC 1.6.4} [Tropicraft] (Tropicraft v5.1.7 Mod for MC v1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
volleyballmod{v5.1.7 for MC 1.6.4} [Volleyball] (Tropicraft v5.1.7 Mod for MC v1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.20.4} [The Twilight Forest] (twilightforest-1.6.4-1.20.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{2.4.0} [iChunUtil] (util^iChunUtil2.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod{1.6.2 v1.13.6} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AIBlock{v1.0} [AIBlock] (Weather v1.591 Mod for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WeatherMod{1.591} [Weather and Tornadoes] (Weather v1.591 Mod for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WeepingAngels{1.2.0} [Weeping Angels Mod] (WeepingAngels_1.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
McMultipart{1.0.1.268} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.1.268.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMicroblock{1.0.1.268} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.1.268.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 460 (25760 bytes; 0 MB) allocated, 409 (22904 bytes; 0 MB) used
Player Count: 1 / 8; [GCCorePlayerMP['Ryan_Leanardoe'/287, l='Tst2', x=-137.69, y=64.00, z=-258.10]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Game designer, forum stalker.
dont repack while holding a gate item.
try repacking by clicking it with the hand.
it's a bug that's been around for a while, but I don't remember if it was reported.
gates also don't like world editors like MCEdit... if you shift the gate's position in some way, the placement point doesn't shift along with it, so it stops acknowledging your clicks and hits.
just go with care while handling gates, until a fix is released.
[SSSS]
Yea ok. I was wondering because I crafted all the crafting tables that I could and could not find a way to get structure blocks. So does that mean for now the drafting table(was it?) Does not work on 1.7 and in addition the town hall is completely useless?
[Placeholder]
1.7 test releases
Both are functional -- but, as the structure system was intended originally -- you have to make your own templates (at least until the update is finished and I get the structure packs updated). (seriously, you really are supposed to make your own, that is why I spent hours writing the scanning tools/system)
NPC should work, and so does the drafting station (as far as I'm aware...if it doesn't submit a bug report on github). Templates will need to be flagged for survival in order to show up in the drafting station (you can set that from the scanner GUI when you scan/export the template).
-- also, the location for the templates/etc has changed in the 1.7 version, they are now located in a slightly different location (part of unifying the config layout and breaking out each module to have its own config file) the structures should be located at: .minecraft/config/ancientwarfare/structures/included),
It all depends if you are using 1.6 or 1.7? Mohawkys packs dont' have any survival mode structures by default, so you will need to edit the templates. Additionally, if you are trying to use the old packs with the 1.7 releases....don't. They are not fully compatible -- they are only compatible enough so that the makers of the packs can use the old template as a base to rescan without having to fully rebuild.
Thanks for the report.
I'm pretty much done dealing with 1.6...so that issue might not get fixed in the 1.6 branches. You may open up a bug/issue ticket on the github tracker for the 1.6 branch if you like -- that way IF I do any more releases, it is much more likely to get fixed.
However as the gates got ported mostly intact to 1.7, I will investigate similar issues in the new releases.
The old gate GUI was removed when people started complaining that things were 'too complex with too many GUIs'. It may or may not make it back in the 1.7 releases (they kind of need the advanced control... and I no longer really care if people think things are too complex....grow a pair or go write your own mod).
Hmm...I'll see what I can do about the MCEdit stuff -- it comes down to the fact that gates use blocks for their interaction and collision detection (invisible/non-textured blocks) -- if the entity gets moved but the blocks do not, there will be no interaction (as that is -all- done through the blocks) and the collision stuff will likely be odd (you might be able to fall through portions of the entity) and/or might get kicked for flying on a ded. server.
The fix would likely involve having the proxy blocks constantly/occasionally validate that their parent gate is present and in the proper position, as well as the gate itself validating all of its supposed proxy-block positions.
are they reading an input at absolute XYZ instead of gate+offsetXYZ, by any chance?
they don't show up in MCE as blocks (not even unidentified blocks).
I don't know how you're managing the thing itself, but it might be better to use the proxy blocks for everything and leave the gate as a graphic effect.
if I could cite an example, I would... but nothing comes to mind :/
(it just did: the carminite blocks of twilight forest )
Currently the proxy blocks themselves store a reference to their owning entity and delete themselves from the world if their entity is removed via proper methods (setDead()). The entity portion of the gate is mostly just there for a graphic and managing of the blocks (a lot easier than a tile-entity based multi-block method). The gate-entity spawns the blocks in the world when it is first spawned, changes their locations when the gate changes status (open/closed), and removes them from the world when the gate is destroyed.
I'm guessing what is happening in the instance of the MC-edit moving gates is (would have to know how MCedit moves things to know for sure): MC-edit copies the entity-nbt data, merely moves the tags internal position references, and re-adds the entity to the world as a new entity but using the loadFromNBT method. This bypasses/skips the methods for placing the initial proxy blocks (which must be called manually when spawning the entity the first time), and thus the new/moved entity does not have any of the blocks that trigger its interaction stuff.
The problem with using the blocks/TEs for everything...is the fact that a gate may straddle across chunks -- it might be half loaded or unloaded at any time, so your 'master' block may or may not be loaded at any point in time. From there it all goes to hell, trying to figure out what is/not loaded, and all the special-casing of stuff to deal with it. (Trying to synch tiles with other tiles is always a headache because of the dynamic chunk-loading)
With an entity -- it is either loaded or not. If the gate was straddling chunks and the entity-portion got unloaded while some blocks remain, there is not really a problem -- the gate 'graphic' will disappear, but the proxy blocks will remain so the gate is still functionally there in the loaded chunks. When the entity-portion is reloaded, it won't need to do anything as its proxy blocks are all still there. It also works well the other way..with the entity loaded but part of the blocks unloaded.
I am using 1.6 and have edited the templates. they still don't show up.
[SSSS]
if you said the blocks delete themselves after loading, then it's possible that MCE is not even picking them up.
a world modified with MCE still retains these blocks, as I was able to open and pack a bugged gate after shifting it in MCE.
A.) The workers need food before they will work. Setup a town-hall/etc and fill it with food.
B.) They need a worksite to work at. Setup a worksite/civic (1.7 / 1.6 naming differences) of the appropriate work type.
C.) Worksites must be on the same team as the NPC/worker.
D.) The worksite must have work to do (meaning it has any/all required resources)
If all of the above have been done/met the worker should _automatically_ begin working.
(You can also manually assign worksites with the command baton, but that is usually for advanced setups where you want specific workers working at specific blocks)
are you on 1.6 or 1.7?
on 1.7 you need to set the target blocks for tree farm and crop farm type worksites -- look in their inventory, there is a button to set the target blocks. This lets you set the planting pattern.
If you are on 1.6, your worksites are probably not set up properly (i.e. are not set to cover the right blocks) or are otherwise missing the materials they need (crop farms need seeds, tree farms need saplings)
sneak-click will select the block above the one you're looking at, effectively making the boundary (X wide) x (2 high) x (Z long)
when building farms, have these tips in mind:
-you can make the farm as big as you want, up to 16x16.
-one square of water waters 2 blocks to either side easily.
-the civic fits 3 slots for bone meal stacks... that's 3 stacks of 64.
-crops can be fertilized with any 1 to 3 uses of bone meal, but never more than 3.
it's all about numbers:
-assuming that every use of bone meal fails (worst case scenario), you'll need 3 items of BM per planted block.
-you have a maximum of 3 stacks of bone meal per civic... that leaves you a top effective use of 1 stack per civic, worst case scenario.
-that leaves you with a top of 64 blocks of growth-able ground, plus water.
-assuming that every watered square provides for 24 planted blocks efficiently, you'll need 4 squares of water for the 64 squares of crop, but if you try to maximize the trio of space, resources and output, you can't water 64 effective blocks of crop on a maximum of 64 blocks of seeded ground... you can water at most 60... anything more will create a waste of seeds which you can't fertilize with one tri-stack-load of bone meal.
-additionally, you need to cordon the area so that no monsters or enemies ruin the crop.
so, 64 blocks of crop, plus one block to either side for a wall, that comes to 10x10, including the space for the civic itself.
and you dig a block for the water, 2 blocks inwards diagonally from every corner.
good harvesting!
He don't cheese! Baby, Baby! He don't cheese!
Cavalry is already implemented in 1.7.+ versions.
1.6.4: Control + right click to open the inventory GUI for vehicles
In the 1.7.x versions, the Teams are managed via the vanilla scoreboard teams -- there is no longer any limit to the number of players on a team, and they can be edited manually by admins if needed using the vanilla /commands.
The team-color flags are no longer a thing -- looking into finding a way to implement them using the scoreboard-team colors...but they've done some hacky stuff with the scoreboard colors and store them as a chat-formatting text-string (so i need to find some way to decomopose that string back into a hex-color).
Gates / drawbridges _should_ already be working/implemented in the current 1.7.+ test releases.