古代战争2各模块以及其作用 核心模块: 提供 核心功能 以及 分享编码给所有需要的模块. 自动化模块: 包括使机器自动化 农业,林业,混杂的资源农业(如蘑菇,竹子,仙人掌什么的),畜牧业,采矿,资源加工(就是烧制矿石那些). 还包括一个十分有特色的兼容MJ和RF的能量运输网络。 结构模块: Adds template based structure generation during World Gen. Includes in-game tools for creation of new templates, as well as a few tools to aid in map creation in general. (我败了Orz,求人助我) NPC模块: 添加了可招募的NPC,他们分为两类,分别是为了 战斗 和 实用.有几种的战斗NPG供玩家选择(近战NPC,远程NPC,医生NPC等)。也有几种实用NPC供玩家选择(工人,快递员,商人/交易员) 战车模块: WIP - Will be included at a future date. 该模块正在制作的过程中,将在未来的某天发布(?) 这是一个什么样的mod? 这个mod拥有Millenaire村庄的特性:你可以跟更多的NPC进行交互甚至成为首领、但这个mod更自由。你可以组建自己的军队、工人、农民、然后建立一座属于自己的王国! 这个mod拥有着IC、BC、TC、暮色等大型热门mod的级别:足够多的研究线、足够多的生产内容、足够多的实体如各类NPC和武器。 这个mod有着比其他自动化mod更方便也更真实的使用办法:召集足够多的农民、渔夫、伐木者与矿工、用食物和房屋满足他们的需求、并招募NPC士兵保护他们!他们将为国王效忠!看着你的子民们收集资源并将物品送入你的宝库吧!国王怎么能下矿砍树养猪呢0v0~ 这个mod更适宜线上玩法!拥有15支不同的队伍,可以自由联合(并且是双向性的)每支队伍拥有自己的首领并且可以由玩家带领互相攻击、可以划定战争区(warzone)以确保攻城武器在允许范围内破坏方块!想保护主城又想来一场真实的厮杀?绝对满足! 总而言之、这个mod集合了研究、生产、收集、自动化、团战等一系列玩法! Features: Basic Features Forge/FML based mod, for greater mod compatibility. Open source. Source will be available for view/download/contributions. Supports localizations. Built in team system for PVP support. NEI Plugin available. Integrated BuildCraft support. Most vehicle/npc/ammunition stats customizable through config files. User configurable world-gen settings. User driven structure system, add/edit/modify structures to suit your liking. Vehicle System 100+ vehicle types currently available 50+ Ammo types (everything from pebbles to rockets) Land, Sea, and Air vehicles are available Varying ranks of vehicle for different performance levels on the same model Vehicles have unique stats and use different ammo types Multiple ammo types available per-vehicle Special-Function Vehicles are available (item transport, battering ram) Server-based movement system for reliable and predictable motion handling. Much improved aim system including mouse-look based aim. Much improved aim of NPCs while on vehicles using new trajectory system. NPC System Custom path-finding engine to more fully accommodate mod-blocks and ladders. Custom AI System — Fuzzy logic priority based system Custom Targeting System — MMORPG derived ‘threat list’ based targeting system Configurable AI Targeting — Select the targets for any/all NPCs through config file Configurable Entity Aggro Settings — Select the targets that will become aggro versus NPCs via config Combat and civilian NPCs are available Food based Upkeep system provides a ‘fuel’ balance mechanism (values configurable via config file) Courier NPC provides an alternative to tube networks for item and inventory manipulation. Configurable performance options in config file 40+ NPC types currently available Research System 60+ Research goals currently. Research is required to unlock crafting for most items in Ancient Warfare Researcher NPC available to aid in automating your researching. Civics System (logistics and automation) Resource gathering system for most resources (mining, vanilla farming and breedable animals, vanilla tree types) Bulk storage available through the Warehouse Civic multiblock structure. Most civics require NPCs to work at them in order to function Fully supports sided inventories for automation and interface with other mods Machines Extra machines to aid in automation Fully support sided inventories with rotation, where applicable Crafting Multiple specialized crafting stations Crafting can be fully automated with the use of NPCs Sided inventory support Team System 15 user configurable teams and 1 default team for new players Teams have a rank and admin system available Always-accessible in-game GUI for viewing team members/ranks and admin control for team admins Team alliances are available Team system is integrated into vehicles, NPCs, gates, civics, and crafting as a authorization system Team system is integrated into NPC AI aggro and targeting Structures Template based structure generation for both world-gen and in-game use. Scan in-game structures and export them to a ready-to-use template. Copy your favorite vanilla redstone designs to easily share with others Supports scanning of some vanilla entities as well as all Ancient Warfare entity types (vehicles, NPCs, gates Advanced template options to support dynamic block selection (e.g. change on biome, randomly, select from list) User-configurable structure world-gen — add your own templates, or edit the included default ones to suit your own vision. Configurable world-gen site-validation parameters — ensure the buildings fit into the landscape exactly as you want. Full vanilla block support, including rotation Supports mod-blocks for any ‘normal’ block types, but does not support rotation. Custom mod-block rotation mapping is being investigated. Supports scanning of some vanilla entities as well as all Ancient Warfare entity types (vehicles, npcs, gates Construct buildings from templates in survival mode with the aid of NPCs Reinforced Blocks Reinforced versions of vanilla construction blocks that help protect your fortresses during a siege. Explosion resistant — requires multiple TNT sized explosions to destroy Variable harvest time — enemy team players harvest blocks as if they were obsidian, friendly players harvest as if they were stone brick |
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古代战争1的教程[貌似弃坑]:http://www.mcbbs.net/thread-209053-1-1.html 古代战争1的教程[貌似弃坑]:http://www.mcbbs.net/thread-231672-1-1.html 1.指挥棒的作用是 shift+右键 选择一个命令,然后左键点地就是执行命令(只有跟随状态的NPC有效) 2.如果有人玩创造模式发现农民就是不干活(比如我),你可能需要把农场多挖一层,大部分农场都需要低于一层的平地NPC才去工作(PS:NPC很聪明会用骨粉催熟!所以最好把骨粉放到special一栏) 3.快递员需要 路径路由片 才能工作。手持路由片,右键点击某个农场方块,添加一个路径点,同理添加一个仓库(箱子),右键路由打开GUI,可以设置运送点,放置点,运送规则等等,设置完毕后,把这东西放到快递员身上(shift+右键,special tools) 4.打包建筑需要矿工拆包 5.仓库的放置类似农场,放好后需要摆上仓库扩展方块来增加容量 6.养动物请放饲料进去,超过6个动物NPC就宰了 7.食物加工器用红石启动 8.自动合成站很方便,在上面摆好合成配方,下方只要有原料就会不断合成了,不用在意摆放顺序 (以上为yuri2提供,感谢) 9.1.5x都是用左shift+鼠标右键然后弹个窗口,在最左边的框框那放弹药。 1.6+都是用控制键+鼠标右键然后弹个窗口,在最左边的框框那放弹药。 控制键可以按F7弹出的窗口的第二项修改 (感谢luosiping提供~~~) 10.大炮发射方式: 将指针移至炮口或者投石器的弹夹处 按Ctrl+鼠标左键,即可看到多个框框, 往框框处放弹药 骑上大炮,空格发射 (感谢905943024提供)~ 每种器械都能使用多种弹药 目前使用的弹药类型会在坐上去后的左上角显示 按V键选择使用的弹药种类,按G键直接去切换到下一种弹药, 对于有炮塔的器械, 按C键切换炮塔转动与否, F和R能够小幅度降低和提高弩炮的射击角度~ (感谢s359878919提供~) |
0.37~2.4.115: http://pan.baidu.com/s/1mhIE7aS 真是蛋疼= = 度娘坑了我八次连接= = (关于中文请将语言更换为繁体中文。) 2.4.83-MC1.7.10汉化: http://pan.baidu.com/s/1sjDKZG5 2.4.115-MC1.7.10汉化: 链接: https://pan.baidu.com/s/1kVLlQuV 密码: 4ckd 感谢Yihc对于2.4.115及之前版本的汉化所做出贡献~ |
2.4.115版 -Restrict NPC Item picking to fighters (except archers) -Fixed cases where ore dictionary craft didn't work -Reduced workload on farm inventories -Added Forced Spawn setting in mob spawner -Added search box to Structure Scanner biome selection -Fixed trade order gui withdraw settings -Attempt to improve Windmills construction and rendering performance -Fixed typo stopping steel gears craft 更新记录 https://github.com/shadowmage45/ancientwarfare2/releases 由于实在是太多了,翻译不过来QWQ 2.4.98版 CHANGE - restructure bard song stuff -- move song-data class into core, as it will also be used by structure module in song-block FIX - save out the tune index...just to help with long playlists not restarting every time the block is reloaded / server restarts 添加新的NPC,游吟诗人. 添加繁体中文 CHANGE - delay generation in chunks, defer to tick-handler. Also delay structure generation with tick handler. Closes #150 添加一个新的指令来禁用所有世界中NPC的AI. Should be useful for build-worlds to disable NPC AI for setting up structures. (/awnpcdebug) 改变玩家所处的派别的友好度,以前为0,现在为-50. 这会导致玩家被所有的NPC敌视,直到玩家为他们做了一些努力,使友好度提高.(与派系所拥有的商人交易.) (这不会对现有的发生改变,它只作用在新生成的世界.) FIX - add ladder block->item meta remap for survival-mode structures. Should resolve issues of structures being un-buildable in drafting station when the template calls for ladders. FIX - fix crash bug with instant structure builder when click on air add template rule for windmill blade blocks, flywheel storage blocks. add windmill control block to list of torque-tiles registered for regular torque-tile block rule. Fixes windmills not generating properly in structure system. FIX - clean up handling of empty/air blocks in ticked structure builder. Closes #192 CHANGE - ticked structure builder now does an initial pass to clear the build-area of any existing blocks (not re-validated once cleared). Each block cleared will drop the item for that block and consume energy. HINT: It may pay off to pre-clear the area where these structure builders will be used! FIX - fix up vanilla logic template rule type assignment being overwritten by awautomationlogic assignment, should be backwards compatible, and future templates should be more conformant 修复城镇地图被错误地加载 FIX - fix default assignment of town-gen flag in config file (default=true) (may need to regen config/change manually) FIX - clean up issue of world-gen structures not placing air-blocks properly. FIX - clean up issue of towns allowing validation below world horizon level FIX - clean up town generation, remove even skippable blocks from town area (not border). Should resolve issues of trees generating inside of the towns (or rather town not clearing out the trees that were in the bounds) CHANGE - highly enchanted tools now requires 2 enchantment books, of any type. lightly enchanted tools requires a single enchantment book of any type. Closes #190 FIX - fix using 'use research' setting from config. fix using 'use research resources' from config. Closes #188 CHANGE - allow researched recipe to use ore dictionary for item matching. -may- greatly fubar all the things. Closes #185 CHANGE - reduce knockback from archer arrows by half. Should make fighting swarms of archers a lot easier. Will also reduce archer effectiveness when they are fighting solo (mobs will hit them much more often with less knockback). Closes #174 CHANGE - update 'building expansion' setting for included default town templates. CHANGE - update cluster value for default included structures; should reduce frequency of two large structures close together, and reduce the frequency of them spawning next to towns. FIX - add randomized loot to chest in village smith template FIX - add preview images for most structures FIX - fix outhouse template; change gold block to chest+nuggets. NEW - add dulciphi's mayor mansion template and add tavern template to small town structure lists. add screenshot for dulc' mayor mansion. update default structure pack with all new changes. FIX - Fix an issue that was causing cluster value to be improperly calculated (doubling the value of some structures, counting some structures out past the cutoff distance, basically fubar). CHANGE - update villager spawn #'s in default town templates FIX - fix included windmill template FIX - add trapped chest meta rotation mapping FIX - add rule to handle new skull tile-entity data format; rotation supported. (will need to rescan any templates with skulls in them) FIX - fix sign post blocks not generating properly. FIX - fix town generator placement of lamps in front of doors. if doors are set properly in the template, a single block will be ignored for lamp-post positioning (might still have issues with double doors). FIX - fix up loading of template images in directories in structure packs. FIX - fix mayoral mannor missing the top of its roof =\ (and add some random loot to the chests) CHANGE - adjust selection weight of towns to encourage spawning of walled town more, and fewer bandit towns. 2.2.83版 CHANGE - highly enchanted tools now requires 2 enchantment books, of any type. lightly enchanted tools requires a single enchantment book of any type. Closes #190 FIX - fix using 'use research' setting from config. fix using 'use research resources' from config. Closes #188 CHANGE - allow researched recipe to use ore dictionary for item matching. -may- greatly fubar all the things. Closes #185 CHANGE - reduce knockback from archer arrows by half. Should make fighting swarms of archers a lot easier. Will also reduce archer effectiveness when they are fighting solo (mobs will hit them much more often with less knockback). Closes #174 CHANGE - update 'building expansion' setting for included default town templates. CHANGE - update cluster value for default included structures; should reduce frequency of two large structures close together, and reduce the frequency of them spawning next to towns. FIX - add randomized loot to chest in village smith template FIX - add preview images for most structures FIX - fix outhouse template; change gold block to chest+nuggets. NEW - add dulciphi's mayor mansion template and add tavern template to small town structure lists. add screenshot for dulc' mayor mansion. update default structure pack with all new changes. FIX - Fix an issue that was causing cluster value to be improperly calculated (doubling the value of some structures, counting some structures out past the cutoff distance, basically fubar). CHANGE - update villager spawn #'s in default town templates FIX - fix included windmill template FIX - add trapped chest meta rotation mapping FIX - add rule to handle new skull tile-entity data format; rotation supported. (will need to rescan any templates with skulls in them) FIX - fix sign post blocks not generating properly. FIX - fix town generator placement of lamps in front of doors. if doors are set properly in the template, a single block will be ignored for lamp-post positioning (might still have issues with double doors). FIX - fix up loading of template images in directories in structure packs. FIX - fix mayoral mannor missing the top of its roof =\ (and add some random loot to the chests) CHANGE - adjust selection weight of towns to encourage spawning of walled town more, and fewer bandit towns. 2.2.82版 FIX - clean up issue of world-gen structures not placing air-blocks properly. FIX - clean up issue of towns allowing validation below world horizon level FIX - clean up town generation, remove even skippable blocks from town area (not border). Should resolve issues of trees generating inside of the towns (or rather town not clearing out the trees that were in the bounds) 2.2.81版 CHANGE - restructure bard song stuff -- move song-data class into core, as it will also be used by structure module in song-block FIX - save out the tune index...just to help with long playlists not restarting every time the block is reloaded / server restarts NEW - add faction-based NPC bards, definition and registration. NEW - add zh_TW localization CHANGE - delay generation in chunks, defer to tick-handler. Also delay structure generation with tick handler. Closes #150 NEW - add a command to disable NPC ai on a persistent per-world basis. Should be useful for build-worlds to disable NPC AI for setting up structures. (/awnpcdebug) CHANGE - reassign default value for factions for new players. Was 0, now -50. Should result in all NPCs being hostile towards players until they have done some work to improve their standing (trading with faction-owned traders). (Will not effect existing worlds, new worlds only; may need config file regenerated) FIX - add ladder block->item meta remap for survival-mode structures. Should resolve issues of structures being un-buildable in drafting station when the template calls for ladders. FIX - fix crash bug with instant structure builder when click on air add template rule for windmill blade blocks, flywheel storage blocks. add windmill control block to list of torque-tiles registered for regular torque-tile block rule. Fixes windmills not generating properly in structure system. FIX - clean up handling of empty/air blocks in ticked structure builder. Closes #192 CHANGE - ticked structure builder now does an initial pass to clear the build-area of any existing blocks (not re-validated once cleared). Each block cleared will drop the item for that block and consume energy. HINT: It may pay off to pre-clear the area where these structure builders will be used! FIX - fix up vanilla logic template rule type assignment being overwritten by awautomationlogic assignment, should be backwards compatible, and future templates should be more conformant FIX - fix wrong loading of town-map data. FIX - fix default assignment of town-gen flag in config file (default=true) (may need to regen config/change manually) 2.2.79版 Test release for test server, for building structures for initial towns-pack(s). Full change-log will be published with the public release. 2.2.78版 FIX - fix up labels for inventory side selection in worksite side-selection GUI. Closes #175 FIX - fix up sided inventory handling issues in worksites. Closes #179. FIX - fix up enchanting books in trading post enchanter trader. Closes #176. (only on new worlds/new chunk generation, no way to back-fix existing NPCs) FIX - Update warehouse crafting station to eliminate shift-click duplication bug. Closes #181 CHANGE - Update warehouse interface tile to remove items with quantities in excess of that specified in the interface filter list. Closes #182 FIX - clean up block-icon lookup (should fix crash reported on forums) FIX - implement addition of escape chars to empty quotation marks whenever saving out a json value. upon parsing, skip any quotation marks that have been escaped. Should resolve issues of parsing signs with " in their text. Closes #184. 2.2.77版 FIX - Fix up an issue when parsing mod added biomes that have a null-name. 2.2.76版 WARNING New config files are necessary for this release. Please delete your all of your old Ancient Warfare config files and allow them to be regenerated with the new default values. Please back up your world before updating to this version. If you encounter any problems during the update, please report them here. Change Log: NEW - Add Worksite Chunkloader upgrades. These force-load the chunks for the workstite block and all blocks in its work bounds. NEW - Add / command to manipulate research data for players. /awresearch -- see the manual for more info. CHANGE - Swap over to using the Forge in-game config system. Removes the f7 conflict with NEI. Use the Mods button on the main screen, scroll to Ancient Warfare, and click the options/config button. NEW - Add / command to manipulate faction standing for players /awfaction -- see the manual for more info. NEW - Add a config list for blocks to skip during structure scanning. These should include any blocks that are known to cause issues in structure templates, or other air-like blocks (railcraft hidden blocks, etc...). NEW - Add a pack of default structures for world generation. World Generation is enabled by default, you may disable it in the Structures module configuration file. NEW - Add a selection of default structures for use in the drafting station. These are mostly the default vanilla village houses. NEW - Add Bard and Trader NPC types. See the instruction manual for more information. Default songs are included for the bard, see instruction manual for list of names and times/lengths. NEW - Add full RF support for Torque power system. NEW - Update support for BC 6.1.x, remove support for old BC-MJ API. NEW - Add open-source license for mod. GPL 3+. See included license details for more information. NEW - Survival mode structure builder will now render bounds around the area that it is constructing in. NEW - Fully animated all tiles for the torque power system. Many changes to placement and handling. See instruction manual for details. NEW - Add waterwheel generator. See instruction manual for placement details. NEW - Add windmill power generator (and cosmetic) multi-block structure. See instruction manual for details. CHANGE - Update faction-owned npc archer ai to not chase targets so blatantly. FIX - Drafting station should no longer allow selection of structures that are not flagged for survival mode. FIX - Clean up drafting station GUI, reposition preview picture and add labels to needed-resource lists. FIX - Structure system will now properly load preview images from .zip structure packs. FIX - Clean up some language/translation keys for item tooltips. FIX - Remove phantom mouse click upon first opening a GUI. CHANGE - Update the default minimum duplicate distance for structures world-generation to a more reasonable level. Config file will need to be regenerated to see this change. FIX - Fix support for flower pots in structure system to accommodate the new flower types and new data format. FIX - Fully support use of instant structure builders while in survival mode. The structure to be built must be selected by someone in creative mode before being used in survival. FIX - Fix a rendering issue in Warehouse GUI that would cause the bottom row of items to not fully render. FIX - Clean up handling of text-input boxes that would sometimes make it impossible to close a GUI without re-selecting a text-box first. FIX - Clean up handling of scroll-wheel in many GUIs that would cause it to be unresponsive while hovering over other GUI elements. FIX - Clean up many instances of color/tint leaking through in GUIs. Should solve some strangely colored slots and/or GUI elements. CHANGE - Update the default skippable blocks list for structure generation. This should fix many issues such as structures spawning in the bottom of the ocean. You will need to regenerate your structures-module config file for this fix to take effect. FIX - NPC Custom health override should now properly set the NPCs max-health. FIX - NPC Medics should now properly heal nearby injured friendly units. FIX - Block selection in worksite target GUI. Should now work properly. FIX - Improve command baton interaction with NPCs. It should now function much more reliably and logically. FIX - NPCs resurrected by player-owned NPC priests would respawn with items intact. They now respawn naked as they should. FIX - Death/killed by message should now be properly translated when killed by an NPC. FIX - Incorrect textures on worksite size upgrade items. FIX - Rotation and placement of entities in the Structure System. FIX - Animal Farm max number of animals selection not load/saving properly. FIX - Tree Farm worksite will no longer pick up non-log blocks. FIX - NPCs will now push themselves out of solid blocks. Should resolve issues of NPCs possibly suffocating on world reload due to vanilla repositioning issues. FIX - Fix up many issues that would cause workers to stall out. FIX - Fix up some performance issues related to worksite inventories, esp. tree-farms. FIX - Add Shift-click item-transfer functionality to several GUIs where it was missing. FIX - Fix up many block rotation / duplication issues in the structure system. 2.2.75版 update structures in default structure pack. Closes #131 update default skin for civilian females for all pre-configured factions. add default texture for bards. Closes #160 actually fix up power-loss mechanics in flywheel storage. Will revisit in the future when upgrading to a full network graph. Closes #158 remove transmission of template preview images to clients from ded. servers. Implementation was fubar. Will need to revisit in the future. update instruction manual for recent changes in mod add rendering of survival-mode structure-builder work bounds. Closes #165 update energy states and use for structure builder tile. add percent remaining / pass #/of# to survival-mode builder block. Closes #164 clean up drafting station GUI. Closes #162 fix drafting station GUI to only allow survival-flagged structures. Closes #161 fix up parsing of images from zip template packs. Closes #163 update name for windmill control block. add localization entry for windmill control and blades to language file update default values for torque tile power loss slightly re-order power update order in torque tiles add power-drain mechanics to flywheel control blocks finalize set of tunes to add for bard. re-encode, and crop to make them small enough to include. Should probably offer a second set as a 'full' bard-tune pack. fix typo in localization lookup for survival mode builder tooltip key update tooltip comment on survival-mode structure builder to use language files. Closes #155 add screenshots/preview image for all structures in default pack fix up button and checkbox gui-elements activating when GUI first opened. May need to revisit in the future for other elements. Closes #151 lots of fixes to enable player-owned bard NPCs. They should now work as intended. Might require volume settings higher than 100, depending upon volume of the source sound. 2.2.74版 remove water from default skippables blocks list. Closes #132 remove a bunch of other blocks from 'skippables' list that should not have been there (clay, ores, others...) add item to test world-gen ability of a particular structure clean up some of the debug output for structure gen failure. clean up NPC medic AI -- it should now properly heal things. Closes #128 actually clean up medic AIs in response to #128. Medic ais should actually work, for both player owned and faction npcs. fix up max-health override not working. Closes #129 re-add npc-mount-horse functionality to command baton guard/move command remove grass block from skippables blocks list -- it is -not- skippable Lots of GUI cleanup. Closes #141, #142 & #143 clean up color leakage from item-slot widget rendering in many GUIs. Updates #136 fix structure scanner biome and dimension whitelist checkboxes never saving out to validator. Updates #137 add packet for use by tile-entities for block-events swap over to using custom packets for network data to route-around the stupid vanilla range-BS for block-events (srsly, why check range when you should check 'is player tracking chunk'?). Updates #135 clean up block event packet to more closely correspond to vanilla mechanics. Can possibly investigate widening the data-types for a/b data bits at a future date. Might want to investigate creating custom packet for wider types, so existing tiles can use lowest-network use packets and only use wider types where needed. clean up message when loading templates. fix config value initialization for loading of the default structure pack enable creative mode structure builder functionality for survival mode; block access to selection gui in survival and decrement stack-size-on-use in survival mode. add .ogg sounds for bard to repository fix up naming of new test items (structure tab) add construction tool explicitly for lakes finally implement box-fill for construction tool (creates hollow box for bounds selected) update default block handling to properly scan inventory for trapped chests clean up handling of inventoried blocks in template system. more inventoried TE template support cleanup update support for BC 6.1.X (RF API versions). completely removes support for MJ interface. Updates #144 update libs/deps for NEI for new forge launch mechanics (some stupid ASM conflicts going on...) add licenses for libs. add license for mod (GPL) Fix up handling of flower pots update survival flag in structures intended for survival mode fix up handling of double doors in templates (will need rescan for any that had double doors). would also fix any occurance of door handle/hingle being on the wrong side. Updates #138 2.2.73版 fix up parsing of NBT tag data in templates, esp. for entities 2.2.72版 add template scanner skippable blocks list. Closes #124 fix up rotation issues in templates with both worksites and torque tiles. Closes #121 && Closes #122 update auto-crafting worksite inventory status caching. Only check if can craft once per tick maximum. Should resolve issues of hoppers not updating tile inventory status causing the table to not auto-craft like it should have. Closes #115 clean up parsing of JSON empty arrays and empty objects (was not advancing to next valid char prior to return) update worksites to validate block collections when target blocks are adjusted. Closes #125. Looks to be cleaned up appropriately. Will still need disclaimer regarding updating tree farm bounds/targets while there is work to process. 2.2.71版 add json<->nbt converter. add json writer. add json reader. add json parser (from string or reader). Move template parsing over to new internally handled json (as vanilla handling is extremely poor) remove silly npc-alert AI stuff, it was disfunctional and buggy clean up non-combat NPC-flee AI. Should resolve #101 and #120 much reworking of npc command handling. works about as needed, small cleanup needed for guard command to re-enable horse mounting... but might just disable that stuff until I get the custom horse code working 2.2.70版 Add default structure pack loading ability for #116. Should be finished, but need to test thoroughly actually fix animal farm load/save from nbt of max animal values. Closes #118 Fix NPCs respawning with equipment from resurrections. Closes #117 finish adding faction standing manipulation command. Closes #113 add capitolized version of npc entity names for translation. Closes #114 only write out upgrades list for worksites when upgrades are not empty, partial fix for server crash issues clean up reading of worksite tags to accomodate buggy vanilla JSON int-array parsing (parses as nbt-list instead of nbtintarray). More partial fix for server crash add default setting of work bounds for bounded worksite tile when loaded from disk. Should resolve issues of crashing on the server add more explicit error handling when constructing a template w/ instant construction. hack around issue of loading byte-arrays for worksite user-blocks, should allow server to start + load. need to rewrite template tag parsing...again... Final fix for crashing issues on server 2.2.69版 fix up spawning of gates in templates clean up some issues related to the differences in handling between dedicated server and integrated server (ints being truncated to bytes for block events, and to shorts for container progress bar updates) fix gate control GUI being incorrect dimensions. add translation to 'repack gate' in gate control GUI add display to warehouse gui of current/max stored quantities. Closes #71 re-enable chunkloader upgrades. add chunkloading upgrade functionality to worksites that extend worksite base. May need to examine adding ability to structure-builder site from struct module (would require moving chunkloader stuff into core). Closes #69 fix icons for size upgrades for worksites -- they now have the correct # on the icon. Closes #109 fix up un-owned gates having save-to-nbt issues with an empty owner-name string Fix crash in torque system due to retarded vanilla update mechanics (invalidating during build because MC refuses to load chunks in an intelligent manner). Closes #112 2.2.68版 fix issue of animal farm pickup up eggs when inventory is already full. Closes #80 fix issue of worksites not inserting resources into proper slots when inventory has been remapped fix up issues of auto-crafting station not rechecking inventory contents to see if it can craft. Closes #90 fix up courier needing backpack re-inserted on respawn from item-repack fix up issue of worker npcs not updating texture when spawned on client-side. Closes #91 fix up research station adjacent inventory use, direction and side must now be designated. Closes #85 fix engineering station changing metadata of items on refil operation. Closes #92 clean up setting of NPC name, send on gui close instead of every text input. Closes #83 change 'disable wander' setting to completely disable most AI. Closes #96 fix up worksite upgrade dropping issue. Closes #98 add default naming for custom_3 faction as-per Mohawky suggestion fix up worksites processing work from energy even with overflow inventory being overstuffed Fixed a typo causing Quarry to set wrong toolLevel. Closes #110 update quarry to reset current scan/validation position when upgrades are applied -- should resolve issue of quarry potentially skipping blocks after a tool quality upgrade is applied clear client-side upgrade cache on data packet regardless of if new upgrade data is coming in fix up un-owned gates having save-to-nbt issues with an empty owner-name string 2.2.67版 ninja patch out the debug stuff from archers, it causes crashes on servers Fixed a typo causing Quarry to set wrong toolLevel. Closes #110 clean up more rotation/network issues on torque tiles fix crash in backpack - forgot to accommodate skipped player-inventory slot update quarry to reset current scan/validation position when upgrades are applied -- should resolve issue of quarry potentially skipping blocks after a tool quality upgrade is applied clear client-side upgrade cache on data packet regardless of if new upgrade data is coming in add basic translation support for in-game config menus add base methods for applying power loss update torque tiles to re-add power loss add torque loss to flywheel storage blocks -- might need to examine amount torque distributor will only output power into heads that have a connection 2.2.66版 fix up trader AI, had inverted >/< symbol when checking distance for 'at shelter' task. Should resolve issues of traders stalling out at night. clean up faction-based archers to give them a bit more conservative attack AI. Mounted archer code needs examining, it appears they have issues seeing their target (or choosing one at all). clean up crash when repacking mounted faction npc minor cleanup in faction ranged attack ai clean up some client synch rotation issues with quite a few torque tiles clean up annoying input issue on text-input widget related to backspace handling swap over to forge config gui for all client side options remove ability to place ladders/etc on windmill blade blocks. Also disable monster spawning on them. rename torque conduit -> torque junction update base manual with info regarding submitting bug reports clean up animal farm not respecting max-animal settings on world load/save (was not a synch issue, merely an nbt-issue). Closes #104 add pushOutOfBlocks to NpcBase -- should resolve issues of NPC suffocating on world reload due to vanilla derpiness. Closes #100 Tree farm will now only chop down blocks that explicitly extend BlockLog. Should resolve issues of tree-farms chopping down fences/etc. Might introduce issues to some mod-added tree-types if their logs do not extend BlockLog. Closes #103 add a small delay to worksite work processing if previous attempt failed. Should smooth tick-times with empty worksites. update worksite base code to enable can-fit checks prior to adding to inventory. add some more utility methods to inventory tools clean up need for worksite inventory overflow. Now validate if can hold prior to harvesting any block / picking up any item. Will eject item into world if canHold check is not proper for any reason. Closes #89 Closes #102 Clean up some old no longer needed debug output. Remove unused biome-alias code from structure module configuration. Remove unused npc-name override code from NPC module configuration update block priorities and block rotations -- should improve placement of trapdoors and redstone torches, and possibly several other blocks as well. Closes #74 clean up crash in structure scanner if setpos key is pressed while targeting air fix entities not being placed properly in rotated structures. Closes #108 clean up sterling generator container shift-click code. clean up base transfer-stack handling code for all containers -- should resolve several odd issues with shift click on a few containers. Closes #52 add -long- range pathfinding ability to NPCs. They should now be able to move over long-ranges. Might still have issues with some terrain or if there are multiple vertical levels involved. Will still be better than it was as it does not alter the pathfinding for the existing short range stuff. 2.2.65版 Fix up neighbor cache build/update code. Should resolve client crash issues related to torque tiles (and potentially resolve a few server-side oddities as well). 2.2.64版 add explicit crash if cache was null directly from cache build. (it should not..can not.. ever be null...) fix up worksites processing work from energy even with overflow inventory being overstuffed clean up worksites processing work even when overflow is not empty. should clean up some of the performance related issues when worksites become stuffed. Updates #102 update to forge 1219 -- need to examine uses of block place events add patch to warehouse block to still load bounds from old format instead of blindly setting bounds add example resource pack add debug output to torque tiles to attempt to track down what is causing crashes 2.2.63版 fix up warehouse not resetting upper bounds properly on client-side (regression from previous gutting of worksite heirarchy) add recipe for torque shafts. slightly increase cost of torque conduits to encourage use of shafts where applicable fix up reversed output rotation on hand-cranked engine fix up torque block subtypes not dropping proper metadata items, as well as flywheel storage block types fix up torque tile items ignoring metadata for stacking clean up rotation synch issues with many torque tiles (hand / sterling / water generator, flywheel control) update more tiles for proper network synching lots of class renaming and heirarchy cleanup, should have little effect other than reduced allocation on tile creation (a good thing) clean up render frustum check for waterhweel and flywheel storage tiles much work on windmill control and blades blocks fix up windmill rotation interaction (blades rotate always when valid). fix up issue of multiple controllers on same blade -- whichever updates first will get the power clean up needing to have torches on torque conduits/etc. -- need to adapt it to check for connections on conduits/shafts, to clean up interaction issues with MFR tubes (and possibly others) add recipe for windmill blades greatly increase the valid placement setups for a waterwheel, it can now be placed in most setups that would be logical 2.2.62版 fix crash when invalid trade order given to NPC (one with 0 route points). Closes #94 update instruction manual to include information regarding faction and player owned traders add rendering of route to trade orders item. Closes #88 encapsulation cleanup minor cleanups to PO trader AI finish cleanup of empty waypoints on trade orders item reset all flags in PO trader AI when finished with shelter codepath, should ensure trader kicks back into routing mode properly change 'disable wander' setting to completely disable most AI -- needs custom implementation in each AI, so that they may be disabled independently (such as follow player is -not- disabled). Closes #96 Re-enable PO bard. prep work on bard code/GUI rework. implement bard gui container-side code finish rest of bard tune entry methods bard GUI mostly implemented, need volume/length /list manipulation stuff more work on bard GUI. need to test implementation and cleanup add translations for strings in bard GUI add reimplementation of bard AI, needs callback for onTuneDataChanged when bard tune GUI is closed fix up worksite upgrade dropping issue. Closes #98 actually clean up setting of npc name from GUI mad crazy updates to torque tiles. add torque conduit TESR w/rotating conduits -- need texture(s) clean up quite a few methods/sublcass oddities; remove a bunch of debug add uv mapping to torque tile model; add torque tile uv maps. clean up delta/rotation stuff in torque tile render add torque conduit textures; clean up initial energy state for client side tiles update torque distributor to new model/rendering methods fix up issue in model editor UV editor of multiple 'export UV map' buttons being stacked clean up number input being derpy with manual input, also fix crashing on 'empty' input for a numberinput field more cleanup of crashy/annoying things in model editor/gui framework update flywheel model. add uv map. lots of cleanup to flywheel render, some minor updates to how torque tiles handle block updates (enable generic block/metadata updates in addition to purely tile-entity change updates) update flywheel to have proper output rotation for each block in the stack add basic implementation of straight torque shaft remove some debug spew =\ minor cleanup more cleanup of client-side tile update status most of the way done with flywheel rework, need to make control block model, 3x3 model, and clean up 1x1 model. Need to make actual render for storage block. properly set bounds of torque shaft block from block orientation properly set bounds for torque shaft block based on orientation and not connections fix up display of primitive name in model editor/uv editor GUIs lots of working cleaning up models/etc. fix up flywheel controller updating when block broken add notes on colors for torque tile textures add cofh lib for RF framework integration -- need to resetup workspace to enable decomp/integration of code from lib more work on torque tile models, add waterwheel model and basic validation code more work on waterwheel bit of playing around with adding CoFH support rework how flywheel storage blocks are initialized/validated add prep for re-implementation of torque framework add basic implementation of RF interaction for torque transport tiles, need to clean up torque implementation before further progress can be made torque refactor part 1 refactor pass 2 - add method params refactor pass 3 - org imports refactor pass 4 - more method signature update refactor pass 5 - gutting refactor pass 6 - mass cleanup, partially done refactor pass 7 - cleanup / comments refactor pass 8 - make it compile; need client rotation stuff fixed still refactor pass 9 - beginning of reimplementation refactor pass 10 - more reimplementation refactor pass 11 - most things re-implemented, need flywheel 4aa61af clean up torque shaft interaction / animation clean up waterwheel generator refactor pass 12 - finishing up, flywheel working more minor cleanup - work towards fixing bc integration add default naming for custom_3 faction as-per Mohawky suggestion clean up some BC interaction stuff 387ab61 rework heirarchy of warehouse -- likely invalidated any nbt data, might have issues on world load. Might also expose issues of incorrect class casts regarding non-inventory worksite blocks that incorrectly extended worksite base. Also rework worksite base to use standard torque cell for energy storage. -- in prep of implementing RF onto worksites clean up warehouse implementation more worksite cleanup in prep of RF integration lots more cleanup of worksite base class. add rf integration to worksites -- they should now be able to accept RF input without issue add textures for waterwheel, torque shaft, flywheel controller remove unused sounds.json file, move to project resources for future reference on internal formatting update large flyhweel storage model to include 'windows' -- need to enable multipass rendering and still do textures for the whole thing more tex work clean up (remove) a ton of unused textures add large flywheel storage texture, update render for multipass update flywheel storage render for med/heavy textures, update med/heavy textures to not look like wood =\ update default icons for torque blocks (used for breaking animations) more block texture updates implement many item renders, add textures/model/render for single-wide flywheel lots more work on renders/rendering - add windmill test model/texture, need to adapt windmill to dynamically resize sails update render for hand-engine. add multi-sided rotation handling to hand-engine. create base class for rendering windmill blades when I get there work on implementing windmill blade block more work on windmill blades and control, mostly blades rendering add a few recipes, textures, add per-type differences to power transmission/storage to torque conduits/dist/shaft blocks as well as flywheel controllers. adjust render size on waterwheel block. 2.2.61版 NEW - add recipe for trade order. CHANGE - change research requirments for routing order to 'trade' (same as the courier that uses it) FIX - add translation for research command usage message. FIX - add trade order translation NEW - add research manipulation command -- /awresearch (add:remove:clear:fill) targetPlayerName (goalName for add/remove) FIX - clean up setting of NPC name, send on gui close instead of every text input. FIX - fix engineering station changing metadata of items on refil operation. Closes #92 FIX - fix up research station adjacent inventory use, direction and side must now be designated. Closes #85 FIX - fix up issue of worker npcs not updating texture when spawned on client-side. Closes #91 FIX - remove some debug output from npc worker FIX - fix up courier needing backpack re-inserted on respawn from item-repack FIX - fix up issues of auto-crafting station not rechecking inventory contents to see if it can craft. Closes #90 FIX - fix issue of worksites not inserting resources into proper slots when inventory has been remapped FIX - fix issue of animal farm pickup up eggs when inventory is already full. Closes #80 FIX - fix issue with deposit/withdraw and backpack inventory not being updated FIX - fix up issue of upkeep point not being displayed properly when selected/reseting in trade order routing 2.2.60版 CODE - mass cleanup to remove need to call statcollector.translatetolocal all the time in GUIs -- widget elements will auto-translate any input text; will still need pre-translation for compound text input CODE - add some more utility methods to item/inventory manipulation classes FIX - fix shield-slot icon display (change from orders item to shield item) FIX - update research goal resources/parsing -- fixes crash issues related to improperly specified items (need domain name with item) FIX - fix up issue with assignment of restock items in trade order gui FIX - add ability to change sides for restock options in trade order GUI 99809d8 FIX - fix issue of courier working in the rain FIX - fix up interaction issues with npc trader FIX - fix up loading issues with restock deposit/withdraw points in trade orders item 2.2.59版 NEW - Add/re-enable Player Owned Trader and trade-orders item. Use the trade-orders item to configure the traders trades. Put the a backpack in the traders main hand (containing the 'output' items), and put the trade orders in his manual orders slot. Will provide more details on function soon. 2.2.58版 FIX - update research goal resources and parsing -- fixes crash issues related to improperly specified items in research station 2.2.57版 NEW - Add updated Faction based NPC Traders. Instruction manual not yet updated, will be once testing is done and features finalized. 2.2.56版 FIX - issue regarding interaction with worksite while on a team. Closes #84 FIX - fix a few code minor formatting areas FIX - add right-click energy output chat message to waterwheel generator 2.2.55版-beta Initial public beta release. Please see the accompanying instruction manual for more details. 2.1.54版 FIX - re-add export/parsing of block dynamic swap value for templates (it didn't survive the 1.6 port, was missing some chunks of the code) FIX - Add exception handling for structure template entity rules -- should give informative message regarding errors during entity creation during world gen. 2.1.53版 FIX - Modify input handling to hopefully resolve issues with NEI / gui closing. Closes #82 FIX - Clean up control-tile reference issue in warehouse storage-block when no control tile is present CHANGE - disable trader npcs -- remove them from creative GUI and disable spawning (essentially removed from mod for now). CHANGE - remove chunk-loader upgrades from upgrade item-lists for the time being -- will re-add when I implement that functionality into the worksites. FIX - fix translation of warehouse interface tile FIX - fix translations for engineering station and research station FIX - minor cleanup to block-name lookups CHANGE - update build script to add sub-packaging of individual modules -- need testing of modules as stand-alones FIX - remove unused renderer/client tick handler (old worksite item bounding box rendering, no longer needed with the changes to worksite setup). FIX - Some cleanup to template system vanilla blocks rule -- should improve the speed at which structures are generated (removed block lookup prior to every block placement -- block instance reference is now cached after rule is constructed). FIX - Fix up issues regarding npcs in the template system. Resolves crash when spawning an npc through templates, as well as equipment/naming/texture issues when spawning npcs through templates. 2.1.52版 clean up an issue preventing dedicated server from accepting connections -- improper tile-packet handling, calling a (strangely) client-side method on server. 2.1.51版 FIX - modify model-picking to clean up piece number use/assignment/lookup (model-editor) FIX - add a finalize method to clean up openGL display-lists for discarded model-pieces FIX -Fix up torque conduit neighbor validation call -- hopefully fixes the problems introduced by forge issues. Closes #79 FIX - Clean up issue that was preventing energy transfer from bc->aw ac2f8d9 CHANGE - Add code to differentiate torque tiles by type/grade. NEW - Add config options for automation module stuff (energy values, mailbox travel times, others...) 2.1.50版 NEW - add updated model for research station -- use tile-model from AW1 NEW - add updated model for auto-crafting station -- use tile-model from AW1 NEW - add research recipes for remaining research goals determine research times. FIX - update chunkloader block to clean up interaction issues FIX - clean up bounds adjust GUI (center elements) FIX - update quarry to auto-set its work-bounds y-size/offset properly FIX - update fish farm to auto-adjust its bounds y-offset FIX - fix up an issue regarding energy use at worksites (were returning 0 energy per-work unit needed, would work non-stop for free) CHANGE - minor updates to user-manual, FIX - clean up initial block-target assignment to include all blocks in bounds. CHANGE - update block-data manager to default to MC names for block-items names. Should be all that is needed to future-proof new templates. CHANGE - remove a manual-override for a name mismatch for block-name lookup in template system. need to find what it effects and correct it at the base. (was for regular brick blocks) 2.1.49版 Change Log: Fix callback for on-npc-weapon slot changed missing/not called. Fixes issues of NPCs not updating textures. Closes #73 Fix up lighting for rendering of TESRs. Closes #72 Fix up incorrect interaction mechanics when right-clicking on worksites w/ an item or block in hand MAJOR - Change -- Worksites can now have their work-bounds adjusted after being placed. MAJOR - Change -- Worksites no longer allow their bounds to be adjusted prior to placement -- simply right click to place the block and adjust the bounds afterwards. MAJOR - Change -- Bounded worksites by default now have a max size of 5 blocks (16 for quarry), this includes the warehouse. MAJOR - Change -- Block targets are now set in the 'Bounds' GUI for any target-adjustable worksite (crop/tree farms mostly) MAJOR - New -- Add worksite upgrade system. This is applicable to -most- worksites (excluded are hand-cranked generator, research station, structure-builder). Includes all farms, quarry, warehouse, and auto-crafting worksites. Currently available upgrades are: Bounds-size upgrades for bounded worksites. Quarries have separate (more expensive) bounds upgrades) Enchanted tools. Increases efficiency, and provides additional drops as per looting/fortune enchants. Quality tools. Increases efficiency and allows quarry to harvest harder blocks. Chunkloaders for normal worksites and quarries -- Not Yet Implemented fully Not all upgrades are applicable to all worksites. There is currently no listing of what goes with what, but some common sense should be sufficient to figure it out. Known Issues: Icons for large-size upgrade have 15 written on the texture, should be 16 Icons for quarry size upgrades have incorrect size on the texture (9/15, should be 16/32) Tooltips for worksites/etc have not been updated to reflect the new placement mechanics. 2.1.48版 Fix some recipe resource errors with torque tiles. Closes #64 Fix block-break/drops for warehouse storage med/large blocks. Closes #65 Fix interaction issues while holding blocks + interacting with worksites (was not returning proper value from interact method). Closes #66 Update maximum PF range for NPCs (60). Ensure all NPCs 'move home' AI will trigger -before- they exceed that range. Reduced many NPC max ranges to be inside of the new PF max (50). Closes #63 Remove power drain from warehouse control block. Closes #68 Re-enable callback for on-orders changed for NPCs. Fixes issues with work-orders AND routing-slips regarding not updating the AI when orders are inserted. Closes #62 Add resources for AW1 crafting station models/textures, some work on updating crafting blocks/tiles to use old table models -- going to take alot of refactoring to get it all working properly Update Engineering Station to use 3d model from AW1 Add research goal required resources for: conscription, command, mining, mathematics, the_wheel, construction, trade. Please examine these for resource sost and if they can be properly completed. Update research goal parser to allow blocks to be used as resources in research goals. Fix -- Inform warehouse controller block on warehouse storage block break, earlier in the removal chain. remove cached counts of items from controller when storage blocks are removed. Closes #70 2.1.47版 Clear worksite cached blocks to process when user changes target blocks (except harvestables, want to still clear any existing harvestables). Closes #60 Add shouldBeAtHome() to NPC for basic test of has home point / no target / night/rain. Disable wander AI entirely when npc should be at home. Clean up move home AI to resolve wandering issues at night. Worker Npcs should now stay very close to their assigned home points at night / in the rain. Closes #59 Update shouldBeAtHome() to test for underground dimensions when checking for 'night' time. update work ai to respect new shouldBeAtHome method in npcs. Closes #54 update random work AI to also respect new shouldBeAtHome() method. Closes #56 adjust input handling in base GUI to fix issues of intercepting keybinds for ASM'd gui-classes from NEI. Closes #55 add shift-click handling code to warehouse storage and control blocks. Updates #52 2.1.46版 Fix number-input widget saving text / validating text on every text input instead of just when enter pressed. Closes #53 Fix work-order item saving time-entry data. Closes #48 Fix NPE on render of worksite work-bounds. Closes #47 Implement inventory methods on mailbox tile Fix worksites, torque blocks, mailbox, and warehouse blocks to drop inventory when broken. Closes #50 Add 'move home when raining' to npc move-home AI. Closes #54 Add several shift-click transfer code sections to containers. Updates #52 2.1.45版 Fix distance check in move-home AI so that npcs properly move to home position. Closes #46 Override interaction behavior on npcs when player is using a command baton -- disallow npc interaction in favor of baton selection action. Closes #44 Fix animal farm not processing pigs. Closes #45 2.1.44版 Fix ref to client-side classes crashing when loading an npc on ded. server. Closes #39 Fix animal farms not working properly. -- they were never doing an initial scan to find animals. Closes #42 Remove power drain from worksites as it would cause a worker to never leave a site Clean up a few issues preventing workers from moving between worksites properly Clean up slot-rendering for npc inventory gui (need to find proper solution...). Closes #43 2.1.43版 Update resource use for many early-game research goals to reduce string use. Closes #36 Fix research table not starting research when using adjacent inventories. Closes #35 Default worksites with selectable blocks to default to ALL blocks in their bounds. Closes #37 Set default hardness on all blocks to 2.0 (matches cobblestone). Closes #38 2.1.42版 fix debug setting from config not actually toggling debug logging off fix bard not having a health value in lookup table (resolves a crash issue) 2.1.41版 MC-1.7.10 更新至MC 1.7.10 修复了NPC手持的问题 2.0.40版 add translation entries for research book GUI strings, fix reference in research book gui for a few of them. Closes #32 fix up NPC equipment config to actually load config values into equipment arrays for the npcs add recipe to craft town-hall 2.0.39版 fix crash related to spelling error on npc subtype lookup for pirate civilian male adjust faction tracker so that client-side faction entry is never null -- it will retrieve whatever value is/not stored. Not the most elegant of solutions, but should solve issues related to NPC/faction lookup on client-side. add .38 release fix skin-pack system to actually load multiple skins for the same npc type from the same pack add ability to set faction-npc starting equipment through config file move/add custom-texture field to main NPC gui -- allow for -all- players to specify custom skins for their NPCs flywheel blocks will no longer output power when receiving a redstone signal config rework pass 1 -- rework config files to be in own directory, refs seem to be working fine, need to test structure loading / custom npc stuff loading (skins/trades) config rework pass 2 -- split npc config file into sub-files for each 'large' section 2.0.38版 fix crash related to spelling error on npc subtype lookup for pirate civilian male adjust faction tracker so that client-side faction entry is never null -- it will retrieve whatever value is/not stored. Not the most elegant of solutions, but should solve 2.0.37版 player owned NPCs owned by other teams will now render their team-color if assigned to a team. non-teamed * player-owned NPCs which you may not command (not their owner) will now have their names dimmed out / render in dark gray. Closes #13 clean up npc alert AI -- appears to be functioning as intended some cleanup of crashy things in npc-rendering also fix civilian -> custom name in custom-faction civilian male registry fix crash related to RC hidden tiles clean up some issues with auto-crafting station. It will no longer craft items if its output slots are full. Also, it will no longer decrease resources based on the stack-sizes in the input grid (always decreases by 1, like it should). Closes #30 fix town hall block will now drop inventory when broken throw a more precise error message when a client-side faction-lookup error occurs -- should help track down problems related to the faction lookups. a few updates to rendering in an attempt to fix others' issues of black-backgrounds. 2.0.36版 fix translation of trader 'inventory' button fix up faction-based mounted NPC dismount code -- there is now no way for a player to issue a dismount command to a faction based NPC (use the non-mounted variety if you want a non-mounted npc). faction based mounted units will now kill their horse when they are repacked into item form (as they will spawn a new horse when respawned) add bonus armor for equipping a shield in NPC offhand. add bonus damage for equipping a weapon in NPC offhand. fix npc 'pick block' mechanics -- it now will send a pick-block packet to handle logic server side where all of the vars are actually available clean up the processing in research station some formating work on adding recipe view to research book add dump to file for entity-list to npc config update location of dump for block_names list from structure-module block-name export add config toggles to disable rendering of NPC health values -- nameplate must still be enabled for health to render. clean up research book GUI clean up research table handling of queuing -- it will now properly wait for resources before starting the next research goal. Closes #26 add custom ranged-attack -- much simpler than the vanilla ranged attack add ability to set default max health of npc types through config file rework faction-based NPC subtypes to be own-classes -- resolves issues of not being able to use subtype in constructor due to it being a class-field that was not initialized until after super.constructor was called update names in default skin pack for mounted_soldier->cavalry so that they load properly add toggle for debug mode remove some debug output from ranged attack ai clean up npc inventory access synching update leveling stats to account for max health override and config-based default health value when updating health on-level-up add skins for faction male and female civilians 2.0.35版 add shield item fix npc spawner to not decrement in creative mode update icon for hungry-no-upkeep-site ai status add faction-priest targets to config tiny bit more targeting work in base and faction trader npcs add civilian basic AI and hostile/targeting settings cleanup imports/warnings/errors fix up NPC targeting, revenge targeting, and anti-friendly-fire mechanisms fix npcs being able to target arbitrary player-set targets via command baton fix npc 'no wander' setting saving to items when repacking an npc clean up render-positioning of npc-offhand items to mimic vanilla right-hand positioning as close as possible clean up gate spawner item tooltip add icons for custom faction normal types add registrations for civilian npc types add registration for 3 custom NPC factions fix up error messages regarding unknown recipe types add recipes and research to for gate creation items add scrollbar mouse-wheel functionality -- both to bar and to composite when mouse is not over any other element fix up crashiness from mis-interpreted varargs method for registering recipes -- need to find a cleaner method of specification of research rework how recipes are added to simplify the enable/disable and research enable/disable for specific recipes. Also ensure that any recipes without research requirements are added to the vanilla recipes list. minor changes to npc targeting/revenge handling -- should help with the issues regarding npc targeting, but probably not resolve all of them add block-name dump to txt ability into structure module config add item tooltips to all current interactive items to denote what actions do what update/fix render-id useage for tile-renders to not crash when BC is installed clean up some issues that were preventing dedicated server from starting enable config-based method to override names for faction-based npcs rename npcs registered name to allow for a single point of translation clean up structure module config file -- some config options have been change/renamed/reworked enable dimension specification ability in structure scanner dimension gui fix validation properties not saving/exporting properly from scanner gui fix structure builder cutting into layer0 / >layer 255 add translation for shield slot 2.0.34版 add save/load to nbt for faction mounted npcs horse-ai clean up npc load/save to item-stack. add npc shield slot. cosmetic only. needs slight adjustment in render to position item for left-hand clean up some old uses of ItemStack.write / ItemStack.load -- switch out for InventoryTools.writeStack / InventoryTools.readStack. add mappings for meta-data subytyped vanilla blocks. slightly alter loading sequence on block-data-manager to load a 'has rotations' flag for block-info holders -- if true, returns mapped meta, if false, returns input meta -- should fix any future problems of non-mapped blocks returning incorrect meta. fix naming of soldier npcs in default skin-pack meta file add config/toggle to disable loading of the default skin pack fix up main causes of structure generation failure. I'm sure there are more, but things are now generating. fix--engineering station and research station will now drop their inventories when broken add translation for 'death list' to town hall gui resurrected NPCs will respawn naked, their items were dropped when they died. fix up npc horse mount/dismount code to be in line with instruction manual fix the calculation of resources for survival mode structures. add missing translation strings for drafting station GUI. hopefully fix issues of improper openGL lighting/texture setup prior to GUI rendering taking place. add first instruction manual release. add missing translation entries for cavalry and mounted archers 2.0.33版 clean up the last of the missing texture messages clean up layout and slot removeal for research book gui fix up item-slot stack-size rendering fix up ref null checks for tile renderers … update research resource list for charcoal ->coal … adjust layout in research book gui add basic research-book goal-info viewer GUI. need to sort goals by … fix research goal name lookup when adding research goals to recipes … re-enable loot generation for random chests add block->item mapping for tripwire block … update todo fix warehouse storage blocks not dropping inventory when broken rework model to use a display-list per piece instead of per-primitive -- … 2.0.32版 MC-1.7.2初步测试 更新包v1.1(更新包用法请看本帖419楼): 更新包的内容 by MohawkyMagoo All the templates have EBXL biome added, and many have had bugs and flaws cured. Replaced the Barons castle. Have also changed AW soldiers to hostile to give more of a challenge. Have added updated Credits and a PDF of it too.(大概也就是增强了NPC,新增了一个生物群系和增加了新的研究= =) 0.46版: 暂不清楚 0.45版: * FIX (Structure Module) - Fix a crash when loading on a dedicated server related to loading templates. 0.44版; 0.44由于更新太多,请先删除0.43以下的版本(包括0.43),以及备份存档,不然造成什么不可预知的错误,作者及搬运者概不负责! Change Log AW-1.1.044-beta-MC164 FIX (NPCs) - Fix a crash potential crash related to NPCs and healing. FIX (Research) - Fix a client-side crash that could occur when attempting to view recipes with disabled research, or disabled recipes. FIX (Automation Module) - Fix a NPE error in Civics that could cause crashes. FIX (Crafting) - Fix issue related to buckets (duplication/deletion) in the auto-crafting station. FIX (Structure Module) - Gate spawning items should now clear their cached location after placing a gate -- fixes issues of gate items becoming un-useable in creative mode after spawning the first gate. FIX (Structure Module) - Add rotation mapping for: Nether Brick Stairs Trapdoors Piston Extensions Hay Bales FIX (Structure Module) - Add Inventory item mapping for survival-mode structure building: Lit Redstone Lamp (unlit lamp) Tall grass (seeds) Dead Bush (seeds) Cauldron (meta remap) Fire (netherrack) Tilled Dirt (dirt) NEW (NPCs) - Add config option to disable the use of backpacks as an item. NEW (Structure Module) - Advanced Spawner (configurable mob-spawner) NEW (Structure Module) - Template System. Updated/back ported the new template system I was designing for 1.7 to the 1.6 branch. Can load templates from the old system (however, does not load entities, or some of the other special data) This template system has many major advantages over the previous system: Plugin system for easy addition of more mod-handled blocks and entities (plugins need to written by the original mod author, or someone knowledgeable with that mods' source) Ability to handle complex tile-entity / nbt based blocks. (command blocks, mob spawners) Improved ability to handle complex Entities (NBT tag support)Ability to load templates from .zip files (template packs) Plugin is available for JAS (Just Another Spawner) to enable structure-specific mob-spawning. (will be posting shortly, along with example configs) Selectable and configurable validation types. Structures can now be flagged to spawn as: Ground (normal) Underground (dungeons/etc, non-visible from surface) Water (floating on water -- floating islands / boats) Island (in water with base extending to ocean floor) Underwater (sunken ruins, ship-wrecks) Harbor (partially on land and over water) Sky (floating in the sky -- flying temples/cloud palaces/whatever) Greaty improved structure placement validation, including: Leveling / clearing validation with per-template block-targets list, and global/configurable 'skippables' blocks lists Duplicate structure detection / minimum duplicate range specify-able in templates on a per-template basis. Structures may be flagged as unique to only generate a single time. Much improved detection for structure intersection (with either other AW structures, or those added by other mods) User-definable biome aliases -- ability to specify different structure spawns for bop.meadows and highlands.meadows NOTE If you had previously used the template system with custom templates, you likely need to re-scan these templates into the new format. While the new template system will _load_ old templates (and export a converted new-format copy of that template), it does not include support for placing entities or many of the other complex features from the old system. If you wish to retain your structures, create a 'building' world prior to updating to this version, place all structures, and rescan them with the new template system. Any 'old' format templates found in the /include directory will have a converted new-format copy placed into the /export directory. From there you may copy the new format templates from the /export directory and overwrite the old-format copies in the /include directory (Make sure to back up your originals first, just in case something did not convert properly). NOTE This release does not include any templates. Template packs are available as separate downloads. There should be template packs available which include basic world-gen structures, and some structures for survival mode (drafing station) use. Additional structure packs will be made available over time. 0.43版: * 修复了一个关于滚动的问题... * Fix an issue with civic structure builders where they would drop incorrectly configured items. They will now drop a proper item if they have not started construction, but will drop nothing once construction has started. * 修复了你安装NEI时的某个错误... * 修复了了一个严重的问题,它涉及到[MOD的]背包。现在,你应该不能再把[MOD的]背包放进另一个[MOD的]背包里了。 0.42版: *FIX-修复一个问题,会导致研究数据丢失,服务器崩溃/游戏退出。(到底是什么问题...) *FIX -- Research notes should no longer double-spam the chat message when learned from right-click. 0.39版: * FIX -- 修复了GUI的一些不正常现象。 * FIX -- 修复了背包[MOD的]能把另一个[MOD的]背包放进去。(为什么要修复这个...) * FIX -- add default item-stack icon for vehicle spawners for when vehicle item-models are disabled through config.(怎么翻译?) * FIX -- 修复死亡信息提示错误。 0.38版: FIX(修复)—扫描仪输出空白模板结构 FIX—废墟结构转换不工作... FIX—date-stamp month的结构模板是错的 FIX—GUI render-order issue regarding item stacks/slots and tooltips(我怎么翻译都是错误的,你们自己翻吧) FIX—GUI深度测试的问题与块渲染,特别是箱子(好吧,我承认我不会~~~) FIX—GUI lighting issue that crept in during GUI optimization(我的英语水平不够啊~~~) |
LZ你搬运的这个MOD,好符合我的胃口~我不客气的收下了啊~~~
1.千万不要灌水,版主将无时不在。请看下面的例子: ![]() 2.古代战争2.X为 古代战争2 3.这个MOD是开源的,开源地址 4.给些人气吧,给予人气是不会消耗自身积分的qwq |
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