This is definitely my preferred shader for a decent balance of performance and cosmetics, but one thing kind of bothers me and I don't see it with any other shader pack so I'm not sure if it's a bug/feature.
That would be the tendency for rain to fall through parts of a structure during a storm. It doesn't happen when I use other shader packs, just sildur's. I'm not sure why that would be.
There is a server configuration file that is created when you create a server with forge, it has all of those options and basically once we had the city as large as we wanted we changed the worldgen and it simply started creating regular minecraft landscapes, I was just wondering if anyone had tried that and if they had tried enabling it again.
Is there a way to change switch the worldgen option in-game to and from the lost cities generator?
For a private server we generated a city and then set the worldgen to something other than lostcities and it started making other terrain, is there a way to turn it back on via save data?
I'm actually rather surprised this hasn't been made, but then again it may well be that the talent pool simply isn't there for such an undertaking.
I know there are some mods that concern themselves with defense, but I'm thinking more on a dynamic ai-controlled/simulated fashion, not something the player sets up as a scenario within the game. I also know that there's that tower mod where you can attack a fortified tower and boss creature. That also isn't really what I'm talking about either.
I suppose maybe Millenaire might have something similar to that, but I don't ever recall the AI actively going around simulated or otherwise, occupying and conquering areas from it's generated point of origin.
It's really too bad nothing like this has been made, because it's just what the game needs to justify exploration outside of mere sightseeing or looking for game-quest related sites.
Can somebody explain to me unequivocally what the unfriendly, friendly and neutral points work?
I'm finding that's what my original problem was. I see values, but I have no idea what high or low values mean, and how they relate to unfriendly factions.
The link on the first thread page does not provide a meaningful explanation, and the video is now privated.
I would actually appreciate a written explanation instead of a video.
Hi Noppes.
I have a question. Contents shown below. Is this specification? Or is a bug?
version of the mod is the latest version.
1)Create NPC "John".And, set "npc.setStoredData("test",1.0);" to "Damaged". set "npc.say(npc.setStoredData("test"));" to "Intaract".
2)NPC "John", clone the "Server side".
3)NPC "John" of some, spawn by clone.
4)Among them, I will attack one NPC "John".
5)All NPC including of not attacked NPC, answer to the "1.0" by Intaract.
This does not occur when the "Client side".
NPC that has been cloned from the "Server side" is, whether they have the same ID?
I'm sorry in clumsy English.Thank you.
Are you saying clients cannot attack custom npcs but you (the host) can?
I remember having issues when the connection was shaky, this was due to distance between us and the wireless network point, plus some thick walls. I've also had issues due to bugs in past versions, but nothing is affecting my group atm.
That's really strange, could it have anything to do with factions then?
I'm stumped, because I'm on a wired connection and there's literally no discernible lag. Yet other connecting players cannot harm hostile NPCs.
Essentially, I would like to use this mod as a means to fill a void of there being no mob mods that use guns at all.
I don't really want to "create" a particular scenario, I simply want to create archetypes and then allow them to spawn dynamically in the world.
Doing this within the game seems to be fairly cumbersome, and honestly these tutorials, even the one that shows you how to make NPCs with guns does not explicitly cover this.
You can put down AI and watch them fight, great.
I want to basically play survival, with flans mod and have these pre-defined archetypes spawn in-world and be able to fight/evade them.
Pretty simple in concept, not so simple in execution it seems with this mod.
I just don't know why the mod itself couldn't have been made to read from config files that were easily editable so all you had to do was define your types and then jump in to the game and they appear.
This mod has a lot of potential, but until you can edit more things by menu, including cloning types you're creating without tools, and editing the root clone type in a menu - it's usefulness is pretty limited.
0
This is definitely my preferred shader for a decent balance of performance and cosmetics, but one thing kind of bothers me and I don't see it with any other shader pack so I'm not sure if it's a bug/feature.
That would be the tendency for rain to fall through parts of a structure during a storm. It doesn't happen when I use other shader packs, just sildur's. I'm not sure why that would be.
1
There is a server configuration file that is created when you create a server with forge, it has all of those options and basically once we had the city as large as we wanted we changed the worldgen and it simply started creating regular minecraft landscapes, I was just wondering if anyone had tried that and if they had tried enabling it again.
0
Is there a way to change switch the worldgen option in-game to and from the lost cities generator?
For a private server we generated a city and then set the worldgen to something other than lostcities and it started making other terrain, is there a way to turn it back on via save data?
0
Any chance of natural spawning being fixed for 1.11.2?
0
I'm actually rather surprised this hasn't been made, but then again it may well be that the talent pool simply isn't there for such an undertaking.
I know there are some mods that concern themselves with defense, but I'm thinking more on a dynamic ai-controlled/simulated fashion, not something the player sets up as a scenario within the game. I also know that there's that tower mod where you can attack a fortified tower and boss creature. That also isn't really what I'm talking about either.
I suppose maybe Millenaire might have something similar to that, but I don't ever recall the AI actively going around simulated or otherwise, occupying and conquering areas from it's generated point of origin.
It's really too bad nothing like this has been made, because it's just what the game needs to justify exploration outside of mere sightseeing or looking for game-quest related sites.
0
Castle Defenders created precisely what I wanted. Structures full of hostile mobs. I don't think there's anything contradictory about that.
But thanks, I'll definitely look in to those mods.
0
Any insight would be appreciated.
0
I'm finding that's what my original problem was. I see values, but I have no idea what high or low values mean, and how they relate to unfriendly factions.
The link on the first thread page does not provide a meaningful explanation, and the video is now privated.
I would actually appreciate a written explanation instead of a video.
0
Are you saying clients cannot attack custom npcs but you (the host) can?
Because I have exactly the same problem.
0
That's really strange, could it have anything to do with factions then?
I'm stumped, because I'm on a wired connection and there's literally no discernible lag. Yet other connecting players cannot harm hostile NPCs.
0
Well have you ever had a problem with your custom NPCs not sustaining damage from connected players?
Because I seem to be having that problem and I can't quite figure out why.
No form of damage seems to effect them.
0
0
It's portable and it works just great.
However, I will say the natural spawning feature is a bit broken at the moment.
The spawn frequency, even if it's set down to 1 - creates TONS of npcs, and if they're hostile, it basically becomes a warzone very quickly.
That aside it's pretty cool, all it really needs is some kind of advanced tweaking options for spawn frequency.
0
I don't really want to "create" a particular scenario, I simply want to create archetypes and then allow them to spawn dynamically in the world.
Doing this within the game seems to be fairly cumbersome, and honestly these tutorials, even the one that shows you how to make NPCs with guns does not explicitly cover this.
You can put down AI and watch them fight, great.
I want to basically play survival, with flans mod and have these pre-defined archetypes spawn in-world and be able to fight/evade them.
Pretty simple in concept, not so simple in execution it seems with this mod.
I just don't know why the mod itself couldn't have been made to read from config files that were easily editable so all you had to do was define your types and then jump in to the game and they appear.
This mod has a lot of potential, but until you can edit more things by menu, including cloning types you're creating without tools, and editing the root clone type in a menu - it's usefulness is pretty limited.
0