Join my discord for the latest information: https://discord.gg/9xZuaA4
If you dont want to loose items or blocks in 1.7, make sure to open your worlds with the latest 1.6.4 atleast once.
Want to show your support? Buy me a drink
Latest update video
Always backup your world before updating.
Read the Todo List before making suggestions
Read the Frequently Asked Questions and Starting Information before asking questions
Downloads
Custom NPCs Download alternative
- Requires Forge, download here
German download: here
External Dialog Editor
- 1.7.10b and lower: download (last updated 19-jun-2014)
- 1.7.10c and higher: download (last updated 24-aug-2015)
- source code
Information
This mod adds a set of tools to create npcs with different roles/jobs and other functions. It gives Creative Players a way to liven up their world with fully Customizable NPCs.
- Starting info
- Installation Guide
- Content Packs
- Frequently Asked Questions
- Todo and current plans
- Changelog
- Items
- Dialog Setup
- Factions Setup
- Roles
- Jobs
- Fan Made Machinima
- Adventure Maps
- Bug/Issue Tracker
Main developer: Noppes Co developer:
- DarkSignal, check out his Newgrounds Page
Ex developer
Notes
- Licensed under the Creative Commons BY-NC
- If you want to use it for a modpack, include a link to this thread
- If you want to use this mod for an adventure map go ahead. No need to ask for permission
- People who do youtube videos on this mod, feel free to post them here
Resource Packs
- Dokucraft 32x32 resource pack Download by sm284614
- BDCraft/Sphanx
- Oblisgr HD Skins
Permissions
If you are using mcpc+ there are multiple permissions you can use
customnpcs.npc.gui customnpcs.npc.create customnpcs.npc.edit customnpcs.npc.delete customnpcs.npc.reset customnpcs.npc.freeze customnpcs.npc.ai customnpcs.npc.stats customnpcs.npc.display customnpcs.npc.inventory customnpcs.npc.advanced customnpcs.spawner.mob customnpcs.spawner.create customnpcs.global.playerdata customnpcs.global.bank customnpcs.global.dialog customnpcs.global.transport customnpcs.global.faction customnpcs.global.quest customnpcs.global.recipe customnpcs.global.naturalspawn customnpcs.mounter customnpcs.pather customnpcs.villager
by default players will have none of these permissions unless they are opped
Video
Tutorial/Show Off by SCMowns
Credits
Without these guys this mod wouldnt have been possible, they are awesome. Thanks for all your support.
- For skins:xSparky, willxo, DrakonsLTU, arugaicastle, Kasumi10102, meecube, DiggyDiggyHole1223, Jimorrison, MrTylon, DrakonsLTU, GingerNinjaSam, C0NV3X, fatacemcafee, MineWarCrafter, Eliwood407, NethanielShade, Tcc, MineWarCrafter, rhaidenp, Zach8460, araelb123, Gurinderm101, gui_maldito, Fox0427
- For items: Torzel, C0NV3X, Eliwood407, Scorpinax, llama66613, meecube, lazeckvar, werff, DiggyDiggyHole, Moety5, adscomics, tobbiusness
- For blocks: Redmann, tobbiusness, MineWarCrafter, owned645
- Making/Imporving models: Verdana, CarbonLord, DjGyarados, Jimorrison, Solidfire
- For banners: KingMiner, Bosch, Darkcrafter31, MrTylon, aditya25
- For extensive testing and being awesome on the forums: Darkcrafter31, MrTylon, Mr. Rinkachi, Kasumi10102, Archadeas, belldyl, Collserra, Taj, willxo, CarbonLord, C0NV3X, Eliwood407, Mikieee, tobbiusness, Charanor
- For translations: CZ:fritol33, DE:Waringham, Datixum, PL:Patrykgazing, RU:Overbolt, BR:Teraxo, ID:aditya25, KR:Cuz, FR:DjefNukem, AR:matias491, CN:miguo
- Special Thanks to: Verdana for letting me use the pony model, KodaichiZero for letting me use his grooving animation, TheKyleb for letting me use his music.
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1
I'm fleshing out my series' of statues and airships. The plan is to go all out on Atlantis. As always, the builds speak for themselves.
1
Each player has a cache that is used to display other players' skins. This is refreshed when they log in, not when the player who changes their skin logs in.
1
Select the contents of the second rule and put it after a comma into the first, then remove the second rule. Print the contents of the first rule three more times, after commas for each one.
There are other ways to weight each one, and the contents of each option needs to be correct, or potentially failing past the point if it runs into contents that throw an error, which you can check by printing the other rule by itself to make sure it prints when called.
1
The /testruin command loads a template called with it from disk every time it is executed, as it was designed for testing so it needs to get the new files. Anything that spawns in with /testruin should be checked to make sure it can place the file into the world instantly.
Other than that, minecraft itself is designed to operate in vertical sections of the world, from 0 to 255, and is set up better for vertical spawning than for flat spawns with an extremely wide footprint.
1
There are certain steps that are commonly handled by editing the TML files in a text editor, this is one of them.
After the air (that needs to spawn in as air) is filled in with an otherwise unused block, the structure is saved as a template, and the entry in the file is changed to "air" instead of whatever block was used to represent it for the save.
This is usually one of the very last steps of structure development, as saving it again after spawning will undo the step.
1
I would guess that you are in a superflat world, since Ruins tries to keep from breaking the bottom of the world, as bedrock is meant to be permanent in general.
1
Those blocks look exactly like the most widely used signature blocks from Chisel (also used in the Crashlanding 1.6 pack).
I dusted off my old 1.7 reactor room template from the summer of 2015 and identified the blocks as:
chisel:factoryblock-6 for the yellow-black striped caution blocks (they also make an orange-white set)
chisel:factoryblock-1 for the main blocks in the rusted girders.
chisel:stonebricksmooth-10 and 12 for the cement texture (or I might be thinking of chisel:cobblestone-10 which was a block I tended to use a lot)
I remember that some chisel blocks' names were changed slightly in later versions of the game, and in 1.7 Tinkers Construct had the super-fun slime-pads that launched players a hundred blocks into the air with a hang glider, which were an integral part of all my bases, and even now I find a place to put a vertical shaft in my facilities just in case they bring the block back.
2
I've uploaded my updated set, link is in the sig line.
The Statue of liberty arm in the ocean might break the immersion, so a heads up on that, can't remember if it was in the previous release.
A few of the ships were overhauled and the new houses are labelled as shacks and sheds.
1
When starting a new world, under superflat there is a customize button.
The next screen shows the layers in the world in blocks. At the lower right is a button called "Presets", press it to go to the next screen.
At the top of that screen it has a box with text in it. That is the world code, and there are videos explaining it in detail. To add more dirt layers change the corresponding number.
The text in the box is a very long line., press ALT and A at the same time to select the entire line, then ALT-C and ALT-V to bring it into a text file so you can see the entire line at once while editing it.
I just now checked all this in 1.13.2, the text box for the world code is just in a slightly different place from where it was in previous versions.
1
Looking good.
Just be aware that areas covered with auto-lamps such as cities can have extreme lag spikes at every sunrise and sunset, on the order of a full second, using just as many lamps as pictured above (70 or so). Of course they would produce the most lag per lamp if each lamp was in it's own chunk.