Hi, I am not sure what is the issue, but after updating the mod today, the game crashes (modpack)
The older file worked just fine.
Edit: just in case - i also tried without Optifine, still crash.
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) llibrary (llibrary-core-1.0.10-1.12.2.jar) Do not report to Forge! (If you haven't disabled the FoamFix coremod, try disabling it in the config! Note that this bit of text will still appear.) (foamfix-0.10.3-1.12.2.jar) AppleCore (AppleCore-mc1.12.2-3.1.4.jar) CoreMod (Aroma1997Core-1.12.2-2.0.0.0.jar) IvToolkit (IvToolkit-1.3.3-1.12.jar) CTMCorePlugin (CTM-MC1.12.2-0.3.3.22.jar)Contact their authors BEFORE contacting forge
// I feel sad now
Time: 1/15/19 9:03 AMDescription: Initializing game
java.lang.NullPointerException: Initializing game at net.shadowmage.ancientwarfare.structure.util.RespawnDataCapabilityProvider.<init>(RespawnDataCapabilityProvider.java:12) at net.shadowmage.ancientwarfare.structure.util.CapabilityRespawnData.onAttach(CapabilityRespawnData.java:57) at net.shadowmage.ancientwarfare.structure.AncientWarfareStructure.onEntityCapabilityAttach(AncientWarfareStructure.java:151) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_497_AncientWarfareStructure_onEntityCapabilityAttach_AttachCapabilitiesEvent.invoke(.dynamic) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182) at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:668) at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:638) at net.minecraft.entity.Entity.<init>(Entity.java:219) at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:164) at net.minecraft.entity.EntityLiving.<init>(EntityLiving.java:120) at net.minecraft.entity.EntityCreature.<init>(SourceFile:21) at ladysnake.lumen.common.entities.AbstractLightOrb.<init>(AbstractLightOrb.java:13) at ladysnake.lumen.common.entities.EntityFirefly.<init>(EntityFirefly.java:28) at ladysnake.lumen.common.init.ModEntities$$Lambda$733/746383422.apply(Unknown Source) at ladysnake.lumen.common.init.ModEntities.createEntry(ModEntities.java:123) at ladysnake.lumen.common.init.ModEntities.register(ModEntities.java:82) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_464_ModEntities_register_Register.invoke(.dynamic) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) at net.minecraftforge.fml.common.eventhandler.EventBus$1.invoke(EventBus.java:144) at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182) at net.minecraftforge.registries.GameData.fireRegistryEvents(GameData.java:787) at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:628) at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:252) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:378) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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.
Thanks,
Landar
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.
We have just released a new big update to Ancient warfare for 1.12. You can get it on curseforge.
Change log:
Massive Christmas update
Structure pack
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)
Textures
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)
Warehouse 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.
Structure updates
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.
Vehicle Updates
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.
Other updates
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.
Fixes
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.
Not only beetroots, potatoes should be implemented too. They are updated as animal feed in 1.9.
Also cant find Reed and Mushroom farms. If they are gone, what we gonna use for canes and mushrooms?
What animal do you feed with potatoes?
Reeds and small mushrooms can be farmed by crop farm. The big mushrooms are farmed by tree farm (it actually leaves the small ones alone so that they can grow into big)
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.
1-Give us an option to disable mod structures. Trading posts and bandit camps appearing everywhere ruining my game.
2-Make us recruit our NPC workers from villagers. That would make villages more important.
The option to disable/tune the world gen is already there in configs, if you need help you can jump on https://discord.gg/GQTsdH
Now recruiting NPCs from villagers why do you think this is a better option? It is definitely more realistic, but I don't necessarily see that as a huge reason to change to it as it would require quite a bit of coding.
Nice. So good to see this mod resurrected again. I actually completed all the work for the faction set ups and the structures for each faction for the 1.7.10 version, but they never got released with an upgraded "Mohawky Structure Pack". I just tested the structure pack without any changes and the structures all spawn fine in the new 1.12.2 version.
If you want all of these structures and faction skins / set ups for inclusion in the mod proper, I can get them over to you.
As as I have just replied in pm I am definitely interested and let's follow up on discord if that works for you.
New machine - Fruit Farm
- farms cocoa beans
- has compatibility with other mods
- Harvestcraft fruit trees
- Natura's berry bushes and saguaro fruit
- BoP berry bush
Crop Farm
- added more vanilla "crops" it can farm now
- harvest/plant sugar cane and cactus
- harvest/plant nether wart
- harvest small mushrooms that spread into its bounds
- additional mod compatibility
- harvest Natura's glowshrooms that spread into its bounds
- harvest/plant Immersive Engineering hemp
Added check for dimension white/black list to town generation to prevent these from generating in all dimensions despite config saying otherwise.
Added support for epic siege hostile ai check to auto targetting code. Will now properly make mobs target npc soldiers and NPCs target the mobs.
Fixed auto crafting table to keep remaining item in resource inventory if it doesn't change at all as part of the crafting recipe. Fixes issue for recipes like Harvestcraft kitchen equipment used in recipes.
Fixed upkeep order not working with townhall.
Fixed research notes to display the name of research that player learnt from right clicking them.
Fixed keybind category translation key
Changed sound block to only accept full blocks for camouflage. Fixes an issue with it accepting levers, pressure plates, ... and then being a see through broken block.
We now have discord channel at https://discord.gg/jNhkDfU so if you want to ask about something, make suggestions or just chat with others (granted it has just started) join us there.
Just saw that you made the initial vehicle port for this mod and I gotta say I am ABSOLUTELY PSYCHED! I loved those things back in 1.6 and I am very much looking forward to using them again, thank you so much for your hard work!
Thank you. If you have any feedback how to improve the vehicles let me know as well. I know that controls are a little cumbersome and the GUIs a little too technical and complicated so I definitely want to make these more user friendly.
Hi P3pp3rF1y, just wanted to post a thank you for picking this mod up and updating for us all.
It is without doubt one of the single most enjoyable and engrossing mods ive ever played (and I bin around 8 yrs and tried thousands).
Thanks again, and if you need a tester let me know (ive played it since 1.6.4).
TG
Thanks a lot, certainly people responding with appreciation of what I have done makes me want to do more so keep it coming
And if you're interested in testing just play with the mod and let me know of any issues and suggestions on github. I try to release fairly often (when I am not porting huge chunks of code like vehicles recently that is) so I don't have anything like a test server.
Hello, I'm here to repeat what the person before me said! Thanks for bringing this mod back to life! This is a great and unique mod from the past and I'm glad to see it updated. Keep up the great work!
And I will repeat myself as well. Just keep this coming and I will try to do as much as possible to move the mod forward.
Thanks so much for bringing this mod back! could you please edit the recipes for autocrafting to be compatible with Pam's Harvestcraft so they do NOT consume the cooking utensils? (Bakeware,Pot, Pestle & mortar ...etc)
Any thoughts on possible integration and issue with other mods let me know on github as it's pretty hard to keep track of these on forums. thanks
is there a way to empty a hopper into the warehouse? I know you used to be able to in the 1.6.4 version, but i cant here in the 1.12.2. will this be fixed or is there a way to do so already?
You can use warehouse interface and hopper the items into it. But you will also need to power warehouse controller with torque power as emptying interface takes some power.
Hey, just found this mod and am loving it. However, I was wondering if the vehicles are still planned to be added and if so, is there any idea of when that would be? thanks
So today I have released a 1.12 version that has all vehicles and related items from 1.6.4. At the moment you can only get these in creative only as I need to finish research and recipes, but I am getting there. I would assume that within a month you will be able to enjoy this in survival as well.
I absolutely adore this mod, and will continue to. I am fairly new, as well as this being my first forum post, ever, and have a question. I grasped all of the major ( except the trading, heh) concepts, but I am stuck on one in particular: Diplomacy. This meaning, I am stuck with the aspect of the AI-controlled bases and how I gain "points" to become friendly to them. Is there a way to join a faction when you create a world, or is it through a selection I do not know? (I know you can manipulate the values through configuration, but I rather do it naturally.) Through the 1.7.10 guide, and multiple videos, I know there is a way to gain standing by trading, but I am utterly confused on that aspect too.
Thanks,
Sneakyninjajj
(Personal note, if the person reading this does not mind my asking, how do you double-space on this? Thanks)
I just parsed the code and it looks like the faction standing actually can only be adjusted through killing (to negative values) and commands. There's a bit of code prepared in there for adjusting the standing through trading I assume in trading posts. I am taking a note and will review this in the future so that there's actually a way to adjust. Also if you have thoughts on additional ways of improving the standing let me know.
First, I want to say that you are doing an amazing job with this and I'm so glad someone picked this back up. I have long considered this an essential mod for any time the Minecraft bug bites me and its great to finally be able to play it in 1.12.2. Thank you.
That said, the default loot for the structures is pretty lacking. Do you have plans to tweak that in the future? Raiding a huge bandit camp for a few in game days ( love me some survival mode } and coming away with a half stack of bread, some iron, a few swords and 30 bows is very underwhelming. I seem to remember AW2 in 1.7 having amazing loot tables though.
I unfortunately don't have a lot of time or I'd go in and try to tweak the tables myself or i totally would. I love configs.
If its just a set of config files, does anyone out there maybe have a more rewarding set they'd let me play with?
Either way, keep up the good work. I tell everyone I ever play with about this mod and will continue to do so.
The loot actually uses vanilla dungeon's loot table so if mods actually add items to it in the standard way the modded items should end up being in the chests. Anyway if you have thoughts on what the loot tables may look like (even if it's just a sentence or two) feel free to suggest this on github so that I have better tracking of it.
1
Try the newest release on curseforge should fix your issue.
0
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.
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.
The templates with those buildings need to have survival setting set to true
1
We have just released a new big update to Ancient warfare for 1.12. You can get it on curseforge.
Change log:
Massive Christmas update
Structure pack
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)
Textures
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)
Warehouse 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.
Structure updates
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.
Vehicle Updates
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.
Other updates
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.
Fixes
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.
0
Sorry, but not yet, it's not a high priority on the long list of future enhancements and thus won't be in the mod in the next few months at least.
0
What animal do you feed with potatoes?
Reeds and small mushrooms can be farmed by crop farm. The big mushrooms are farmed by tree farm (it actually leaves the small ones alone so that they can grow into big)
0
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.
0
The option to disable/tune the world gen is already there in configs, if you need help you can jump on https://discord.gg/GQTsdH
Now recruiting NPCs from villagers why do you think this is a better option? It is definitely more realistic, but I don't necessarily see that as a huge reason to change to it as it would require quite a bit of coding.
0
As as I have just replied in pm I am definitely interested and let's follow up on discord if that works for you.
1
That is still unfinished. But I will likely be working on that soon as part of polishing machines/vehicles.
New release of Ancient Warfare is out on curseforge https://t.co/75M71JCu9r
Changes:
New machine - Fruit Farm
- farms cocoa beans
- has compatibility with other mods
- Harvestcraft fruit trees
- Natura's berry bushes and saguaro fruit
- BoP berry bush
Crop Farm
- added more vanilla "crops" it can farm now
- harvest/plant sugar cane and cactus
- harvest/plant nether wart
- harvest small mushrooms that spread into its bounds
- additional mod compatibility
- harvest Natura's glowshrooms that spread into its bounds
- harvest/plant Immersive Engineering hemp
Added check for dimension white/black list to town generation to prevent these from generating in all dimensions despite config saying otherwise.
Added support for epic siege hostile ai check to auto targetting code. Will now properly make mobs target npc soldiers and NPCs target the mobs.
Fixed auto crafting table to keep remaining item in resource inventory if it doesn't change at all as part of the crafting recipe. Fixes issue for recipes like Harvestcraft kitchen equipment used in recipes.
Fixed upkeep order not working with townhall.
Fixed research notes to display the name of research that player learnt from right clicking them.
Fixed keybind category translation key
Changed sound block to only accept full blocks for camouflage. Fixes an issue with it accepting levers, pressure plates, ... and then being a see through broken block.
1
We now have discord channel at https://discord.gg/jNhkDfU so if you want to ask about something, make suggestions or just chat with others (granted it has just started) join us there.
1
Thank you. If you have any feedback how to improve the vehicles let me know as well. I know that controls are a little cumbersome and the GUIs a little too technical and complicated so I definitely want to make these more user friendly.
0
Thanks a lot, certainly people responding with appreciation of what I have done makes me want to do more so keep it coming
And if you're interested in testing just play with the mod and let me know of any issues and suggestions on github. I try to release fairly often (when I am not porting huge chunks of code like vehicles recently that is) so I don't have anything like a test server.
And I will repeat myself as well. Just keep this coming and I will try to do as much as possible to move the mod forward.
Any thoughts on possible integration and issue with other mods let me know on github as it's pretty hard to keep track of these on forums. thanks
You can use warehouse interface and hopper the items into it. But you will also need to power warehouse controller with torque power as emptying interface takes some power.
Thank you.
0
So today I have released a 1.12 version that has all vehicles and related items from 1.6.4. At the moment you can only get these in creative only as I need to finish research and recipes, but I am getting there. I would assume that within a month you will be able to enjoy this in survival as well.
0
I just parsed the code and it looks like the faction standing actually can only be adjusted through killing (to negative values) and commands. There's a bit of code prepared in there for adjusting the standing through trading I assume in trading posts. I am taking a note and will review this in the future so that there's actually a way to adjust. Also if you have thoughts on additional ways of improving the standing let me know.
0
The loot actually uses vanilla dungeon's loot table so if mods actually add items to it in the standard way the modded items should end up being in the chests. Anyway if you have thoughts on what the loot tables may look like (even if it's just a sentence or two) feel free to suggest this on github so that I have better tracking of it.