Not at this stage, that I know of. Was it just to have a seamless look that you wanted them gone? Personally they never bother me but I tend to put fences around them as well.
Actually, I believe that there is an option, in-game, Mods, AncientWarfareCore, AutomationModuleConfig, then the option for render_work_bounds
This mod seems really interesting! I've already downloaded it and started playing around with research. However, I'm doing a challenge playthrough in which my character can't kill peaceful mobs. I downloaded a custom recipe editor so I could change the Food Bundle's recipe into something without animal drops, but I can't seem to find the item ID for Food Bundle in the config file. Am I looking in the wrong spot, or are the IDs hidden?
It is defined as "AncientWarfare:component" with a damage value of 100. Or "foodBundle" as a forge dictionary word.
So i've downloaded this mod from at least 3 different links, including this one, yet i still can't find the siege machines anywhere. i looked through the creative menu, and i also installed TMI, and i still saw none of the catapults, ballistas etc. Also i looked up videos for how to use the building structure sheets, and i tried the left shift and right click to build structures, but it only gives me the white lines, it won't build anything.
I've read the manual, but i've found no solutions. what am i doing wrong?
So i've downloaded this mod from at least 3 different links, including this one, yet i still can't find the siege machines anywhere. i looked through the creative menu, and i also installed TMI, and i still saw none of the catapults, ballistas etc. Also i looked up videos for how to use the building structure sheets, and i tried the left shift and right click to build structures, but it only gives me the white lines, it won't build anything.
I've read the manual, but i've found no solutions. what am i doing wrong?
I don't think the vehicles are included in this version yet.
I've started encountering villages that are far more well laid out than before.
And I can't fathom why.
They sound like the AW2 villages They're not replacing the vanilla villages by default but spawning in addition to them. You can adjust their generation rates in the 'towns' section in the config.
I realise I am probably missing something obvious, but I am unable to get couriers to do anything, they just stand there. I use the routing order with 'take non matching' 'up' from quarry then 'deposit non matching' 'up' to the warehouse. I have tried both the warehouse interface and control block (which am I supposed to use?), and all sides, but nothing ever happens.
I would direct you to the Manual downloadable on the first page
Also, directly answering your question I would recommend only basically using Take Matching and Deposit Matching, as that seems to work every-time, all the time, and to be honest, i have no idea why XD
And if you want to use the Warehouse with automatic Courier system, then you need the Interface Block, and a powered (NPC or the Torque System) Control Block
*note from personal experience* To get Couriers to deposit is easy with the Interface block, just select it and put depoist matching and whatever the item is
Withdrawing isn't very intuitive, basically, there is a filter bar that you need to put in an item in, then the amount of the item, with the Courier set to Take Matching from the block
basically, have and Input and Output Interface Block
Would anyone be able to explain a little something about Structures Config to me?
I'm running in to the same Bandit run castle over and over...it's not always bandits... it's been pirates once and desert natives once... but mostly its bandits.
I'm kind of wondering if the different factions have their own villages or is it just the same fort but with different groups of inhabitants?
I've run in to a few tent cities full of bandits (of course it was bandits!) and a vanilla town or two that were different...oh and a trading post with United Nations levels of merchant representation.....but I haven't seen any towns with faction villagers or anything like that.
Do any like this exist? or is it just forts full of archers and soldiers?
Also can I turn down the fort spawn rate and turn UP the town spawn rate? I'd like more peaceful interactions... and less repetitive forts of angry bandits.
How/Where/What does the priest need to resurrect dead villagers? Because right now he's just running between my church and my town hall not really doing anything.
Farmers should work on fish farms just fine, mine are. Did you place the farm properly? Under "Other" in its GUI, are "Harvest Fish" and "Harvest Ink" (depending on what you want) checkmarked?
I think he was trying to say that fish farms should use fishermen and not farmers.
Personally I just reskin my fish farmers into fishermen skins.
Playing on a special generation server where there is normal generation but the water level has been risen up to Y100 yet islands on top of the water level for some reason started popping up after we added this mod, might this have anything to do with that?
Is There a way to Way my Fighting Npcs can Keepinventory on death. Im Creating a Mini game Where I would Like Npcs to respawn with the gear they have died with. Maybe even prevent durability loss on gear.
I have a SERIOUS problem. Whenever I tell my farmer to do something he just try's to farm and then he just goes back to his home. When ever I right click him and click remove home, it crashes my game. Futhermore none of my farmers listen to what I say, Earlier when I started this mod they listened to me perfectly, but now they're just ignoring me like WTF? Any help on this guys? Also whenever I open an work order it crashes my game.
java.lang.NullPointerException: Ticking screen
at net.minecraft.network.NetworkManager$InboundHandlerTuplePacketListener.access$100(NetworkManager.java:325)
at net.minecraft.network.NetworkManager.func_150733_h(NetworkManager.java:187)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:194)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:78)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1661)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.network.NetworkManager$InboundHandlerTuplePacketListener.access$100(NetworkManager.java:325)
at net.minecraft.network.NetworkManager.func_150733_h(NetworkManager.java:187)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:194)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:78)
-- Affected screen --
Details:
Screen name: net.minecraft.client.multiplayer.GuiConnecting
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1661)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 264980288 bytes (252 MB) / 486670336 bytes (464 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: Minecraft 1.7.10 MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 22 mods loaded, 22 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJA CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar)
UCHIJA NotEnoughItems{1.0.4.90} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.90-universal.jar)
UCHIJA AncientWarfare{2.4.104-beta-MC1.7.10} [Ancient Warfare Core] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA AncientWarfareAutomation{2.4.104-beta-MC1.7.10} [Ancient Warfare Automation] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA AncientWarfareNEIPlugin{2.4.104-beta-MC1.7.10} [Ancient Warfare NEI Plugin] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA AncientWarfareNpc{2.4.104-beta-MC1.7.10} [Ancient Warfare NPCs] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA AncientWarfareStructure{2.4.104-beta-MC1.7.10} [Ancient Warfare Structures] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA ArchimedesShips{1.7.10 v1.7.1} [Archimedes' Ships] (ArchimedesShips-1.7.1.jar)
UCHIJA AssassinCraft{r127f} [AssassinCraft] (AssassinCraft-r127f-1.7.10.jar)
UCHIJA customnpcs{1.7.10b} [CustomNpcs] (CustomNPCs_1.7.10b.jar)
UCHIJA Growthcraft{2.1.0a} [Growthcraft] (growthcraft-core-1.7.10-2.1.0a.jar)
UCHIJA Growthcraft|Cellar{2.1.0a} [Growthcraft Cellar] (growthcraft-cellar-1.7.10-2.1.0a.jar)
UCHIJA Growthcraft|Apples{2.1.0} [Growthcraft Apples] (growthcraft-apples-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Bamboo{2.1.0} [Growthcraft Bamboo] (growthcraft-bamboo-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Bees{2.1.0} [Growthcraft Bees] (growthcraft-bees-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Grapes{2.1.0} [Growthcraft Grapes] (growthcraft-grapes-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Hops{2.1.0} [Growthcraft Hops] (growthcraft-hops-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Rice{2.1.0a} [Growthcraft Rice] (growthcraft-rice-1.7.10-2.1.0a.jar)
UCHIJA newdawn{172.1.0} [New Dawn] (newdawn-172.1.0.jar)
Launched Version: 1.7.10-Forge10.13.4.1448-1.7.10
XRay Version: 4.1.7
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 8570 GL version 4.3.12618 Compatibility Profile Context 13.251.0.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Actually, I believe that there is an option, in-game, Mods, AncientWarfareCore, AutomationModuleConfig, then the option for render_work_bounds
It is defined as "AncientWarfare:component" with a damage value of 100. Or "foodBundle" as a forge dictionary word.
Check the config screen. That is the automation module only option.
Sweet. Thanks guys!
I don't know how I missed that....it was staring me in the face the whole time.
By chance does this mod affect Vanilla Villages?
I've started encountering villages that are far more well laid out than before.
And I can't fathom why.
So i've downloaded this mod from at least 3 different links, including this one, yet i still can't find the siege machines anywhere. i looked through the creative menu, and i also installed TMI, and i still saw none of the catapults, ballistas etc. Also i looked up videos for how to use the building structure sheets, and i tried the left shift and right click to build structures, but it only gives me the white lines, it won't build anything.
I've read the manual, but i've found no solutions. what am i doing wrong?
I don't think the vehicles are included in this version yet.
They sound like the AW2 villages They're not replacing the vanilla villages by default but spawning in addition to them. You can adjust their generation rates in the 'towns' section in the config.
oh okay, thanks, i thought i was going crazy or that i'd corrupted something in the files.
i can't wait to use the catapults.
You need to do a some researches, and then, with your research book in the engineering table to craft it
here is my rough Tech-Tree...you can use your research book to find which research it is, I dont remember off the top of my head
I would direct you to the Manual downloadable on the first page
Also, directly answering your question I would recommend only basically using Take Matching and Deposit Matching, as that seems to work every-time, all the time, and to be honest, i have no idea why XD
And if you want to use the Warehouse with automatic Courier system, then you need the Interface Block, and a powered (NPC or the Torque System) Control Block
*note from personal experience* To get Couriers to deposit is easy with the Interface block, just select it and put depoist matching and whatever the item is
Withdrawing isn't very intuitive, basically, there is a filter bar that you need to put in an item in, then the amount of the item, with the Courier set to Take Matching from the block
basically, have and Input and Output Interface Block
nice mod
Would anyone be able to explain a little something about Structures Config to me?
I'm running in to the same Bandit run castle over and over...it's not always bandits... it's been pirates once and desert natives once... but mostly its bandits.
I'm kind of wondering if the different factions have their own villages or is it just the same fort but with different groups of inhabitants?
I've run in to a few tent cities full of bandits (of course it was bandits!) and a vanilla town or two that were different...oh and a trading post with United Nations levels of merchant representation.....but I haven't seen any towns with faction villagers or anything like that.
Do any like this exist? or is it just forts full of archers and soldiers?
Also can I turn down the fort spawn rate and turn UP the town spawn rate? I'd like more peaceful interactions... and less repetitive forts of angry bandits.
Secondary Question!
How/Where/What does the priest need to resurrect dead villagers? Because right now he's just running between my church and my town hall not really doing anything.
If anyone could help, i am having a small problem removing a very very large gate, i can't seem to repack it or damage it.
Can you break it in creative?
I think he was trying to say that fish farms should use fishermen and not farmers.
Personally I just reskin my fish farmers into fishermen skins.
Playing on a special generation server where there is normal generation but the water level has been risen up to Y100 yet islands on top of the water level for some reason started popping up after we added this mod, might this have anything to do with that?
B:enable_structure_generation=true
player.me/felinoel
Is There a way to Way my Fighting Npcs can Keepinventory on death. Im Creating a Mini game Where I would Like Npcs to respawn with the gear they have died with. Maybe even prevent durability loss on gear.
I have a SERIOUS problem. Whenever I tell my farmer to do something he just try's to farm and then he just goes back to his home. When ever I right click him and click remove home, it crashes my game. Futhermore none of my farmers listen to what I say, Earlier when I started this mod they listened to me perfectly, but now they're just ignoring me like WTF? Any help on this guys? Also whenever I open an work order it crashes my game.
---- Minecraft Crash Report ----
// My bad.
Time: 8/30/15 10:31 PM
Description: Ticking screen
java.lang.NullPointerException: Ticking screen
at net.minecraft.network.NetworkManager$InboundHandlerTuplePacketListener.access$100(NetworkManager.java:325)
at net.minecraft.network.NetworkManager.func_150733_h(NetworkManager.java:187)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:194)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:78)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1661)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.network.NetworkManager$InboundHandlerTuplePacketListener.access$100(NetworkManager.java:325)
at net.minecraft.network.NetworkManager.func_150733_h(NetworkManager.java:187)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:194)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:78)
-- Affected screen --
Details:
Screen name: net.minecraft.client.multiplayer.GuiConnecting
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1661)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 264980288 bytes (252 MB) / 486670336 bytes (464 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: Minecraft 1.7.10 MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 22 mods loaded, 22 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJA CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar)
UCHIJA NotEnoughItems{1.0.4.90} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.90-universal.jar)
UCHIJA AncientWarfare{2.4.104-beta-MC1.7.10} [Ancient Warfare Core] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA AncientWarfareAutomation{2.4.104-beta-MC1.7.10} [Ancient Warfare Automation] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA AncientWarfareNEIPlugin{2.4.104-beta-MC1.7.10} [Ancient Warfare NEI Plugin] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA AncientWarfareNpc{2.4.104-beta-MC1.7.10} [Ancient Warfare NPCs] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA AncientWarfareStructure{2.4.104-beta-MC1.7.10} [Ancient Warfare Structures] (ancientwarfare-2.4.104-beta-MC1.7.10-FULL.jar)
UCHIJA ArchimedesShips{1.7.10 v1.7.1} [Archimedes' Ships] (ArchimedesShips-1.7.1.jar)
UCHIJA AssassinCraft{r127f} [AssassinCraft] (AssassinCraft-r127f-1.7.10.jar)
UCHIJA customnpcs{1.7.10b} [CustomNpcs] (CustomNPCs_1.7.10b.jar)
UCHIJA Growthcraft{2.1.0a} [Growthcraft] (growthcraft-core-1.7.10-2.1.0a.jar)
UCHIJA Growthcraft|Cellar{2.1.0a} [Growthcraft Cellar] (growthcraft-cellar-1.7.10-2.1.0a.jar)
UCHIJA Growthcraft|Apples{2.1.0} [Growthcraft Apples] (growthcraft-apples-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Bamboo{2.1.0} [Growthcraft Bamboo] (growthcraft-bamboo-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Bees{2.1.0} [Growthcraft Bees] (growthcraft-bees-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Grapes{2.1.0} [Growthcraft Grapes] (growthcraft-grapes-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Hops{2.1.0} [Growthcraft Hops] (growthcraft-hops-1.7.10-2.1.0.jar)
UCHIJA Growthcraft|Rice{2.1.0a} [Growthcraft Rice] (growthcraft-rice-1.7.10-2.1.0a.jar)
UCHIJA newdawn{172.1.0} [New Dawn] (newdawn-172.1.0.jar)
Launched Version: 1.7.10-Forge10.13.4.1448-1.7.10
XRay Version: 4.1.7
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 8570 GL version 4.3.12618 Compatibility Profile Context 13.251.0.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Does the latest update contain the new faction towns?