How To The Ancient Warfare Mod Minecraft

Posted By admin On 05.10.19

This is thread for continuation of Ancient Warfare mod in 1.12+ for which shadowmage45 has given me permission to continue with maintenance in the original github repo and produce releases as well. Current status There have been quite a few releases since the first one 4 months ago, you can see all of those. All of 1.7.10 features are working in 1.12. I have also recently released the first version that includes vehicles last seen in 1.6.4, just needs recipes included, for now the vehicles and ammo can be cheated in. Torque stuff running in 1.12.2 as that was one of the most complicated things I had to port at the time: Contributions If you're the contributing type there are several ways you can help Testing Ancient Warfare is a very big mod so there's quite a bit of testing to be done and if you're willing to help with that (at the risk of getting your world corrupted multiple times) I could start producing alpha builds early and get those to you. Ideas/Suggestions If you have played with Ancient Warfare in the past I am sure that you have an opinion about a feature or two. So let me know your thoughts on what you like, don't like, new suggestions.

Let me know here or in the github repo. What about RF support in torque stuff? Make it less trivial? NPC enhancements?

Ancient Warfare 2 Mod has been created to ensure that weapons which were made use in ancient times get added to the world of minecraft.

Change research? Is the world gen too flat? Some textures that really need an update? (I know for sure that all the worksites would deserve one) You have questions / suggestions / or just want to chat? Join Discord channel I know that this is very bare bones post, expect more to be added here as stuff is being worked on and builds are released. Also if you're missing any kind of information please let me know and if possible I will add here.

Minecraft Mod Ancient Warfare Structures

Glad to see this coming back, whenever the alpha builds come I'd love to test them, I miss this mod since I haven't played the 1.7.10 version in a few months to a year now. I'm really excited to play this again when its ready enough for testing stages! Ideas I agree with: -RF is good but obviously FE or Tesla support would be good.

Other means like how Rotary Craft or mechanical mods would use Torque and other depths to it for the shafts would be good but not sure. I suck at working them out since I am not well mechanical power or IRL power with Volts, Watts & Amps knowledgeable but that's just me, it is a mod after all it doesn't have to, not that its a bad thing for an idea it could benefit the mod more as an idea, so I don't think less of the idea. Depends on the depth you'd put into it. Unless its just a name change or something rather than value changes. Just thinking out loud don't mind me.Vehicles maybe for those that miss them. I don't know much about them since only played a bit of 1.5.2 AW for seeing what it was like one time to look at the history of the mod's progression since made a video on mod history.Any new module, or other creative ideas you have that you want added to the mod for simplifying or something (like more additions to any of the modules once the mod is in good enough condition to do so of course.

From say the technology, to the world gen to just anything you yourself think would work for the mod). Unchanged or Unsure: -Love the research, if you want differences that's fine but I like it the way it is. I have only properly played the 1.7.10 version so anything from AW1 I haven't really touched all that much but maybe a mix of the too like a preferred research format. Its a bit complex, but an idea.NPC enchancements, hmm, sounds interesting, any ideas in mind for that like trades of AW components, or enchantments or something. I think the structures and AW NPCs were very cool to see when exploring the world with their shops, the manual automation aspects were really diverse than just machines and pipes all the time like with other mods. Not sure yet. Mostly just fix anything the mod needs fixes for then will probably get back to that.

Just to update here as well. I have fixed the initial issues yesterday and have released another alpha today mostly focusing on fixing all stuff around warehouse. And another set of releases happened in the meantime - details below. If you find any issues please report them on github it really helps a lot and I try to focus on fixing what was found by you as the top priority so basically if you report it you are pretty sure it will be fixed in a few days. 1.12.2-2.4.11 Limited research recipes to actually require research and be only craftable in blocks that are meant for research recipes. Fixed AbstractMethodError issue with warehouse blocks Fixed removing reference to warehouse controller when the controller is removed from the world. Also fixes just placed controller finding storage blocks that just had their controller removed.

1.12.2-2.4.12 Fixed order copy recipe to work with empty stacks instead of nulls. This fixes interaction issue with Buildcraft's worktable. Fixed Engineering table and Warehouse Crafting Station not losing items on world save and auto crafting table becoming inaccesible after load.

Fixed deluxe chunk loader chunk pos references - fixes also its GUI (which wasn't showing checks previously when buttons were clicked) One more fix to position of NPCs sleeping in bed - simplified and hopefully last one. Fixed world gen redstone blocks to update neighbors so that powered lights actually get powered. Fixed placing paintings in generated structures Added ability to override research recipes in config folder 1.12.2-2.4.13 Fixed engineering station dupe bug Fixed items being displayed as too flat and with too light in some of the GUIs. Fixed selection overlay in research station Fixed mass production research required items. Fixed display of planks in research required items. Fixed drafting station to actually provide output on consuming all the resources. Fixed survival structure builder to actually finish clearing code and start building Also fixed its code to be able to clear all blocks in the bounding box and not just bottom most layer.

Ancient warfare

Fixed parts of drafting station GUI getting dark once a template was selected. Fixed farmland resource display in drafting station for garden templates. Fixed displaying item tooltips in all GUIs. Fixed research progress and queue to be saved on world close.

Ancient Warfare is a Minecraft mod which adds dozens of features that influence the Minecraft experience. Ancient Warfare allows for the player to be the leader of his own settlement, and eventually nation. Ancient Warfare adds NPCs which live in the same town as the player and work around, helping the player grow the town. You can turn your people into soldiers, archers, commanders, workers, and much more. You can lead your people on to battle against enemies. Ancient Warfare adds new items and blocks. For players new to the mod, they can read the page, which includes what items and tools to build to start playing.

Visit for a youtube series by Ser Sjin featuring Ancient Warfare. Ancient Warfare 1.x Download: Ancient Warfare 2.x Download: Beginning with the 2.x releases Ancient Warfare has been split into a multi-module release. There is a single Core module that all other modules rely on for shared functionality. Each of these modules focuses on a single aspect of the mod and they may be installed individually, or in any other combination desired. The non- core modules are – Automation, NPCs, Structure Generation, and Vehicles.

Adds core functionality and shared code needed by all other modules. 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. Includes machines to automate crop farming, tree farming, misc resource farming (mushroom, reed, cactus), animal farming, mining, and resource processing (ores). Also includes a full featured MJ and RF compatible energy transport network. Adds Player recruitable NPC for combat and utility purposes.

Multiple varieties of combat NPC are available (melee, ranged, medic, others), as well as several varieties of non-combat/utility NPCs (worker, item courier, barterer/trader). Vehicle Module WIP - May potentially be included at a future date. Useful Links.