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Ancient Warfare 2

Research based tech tree. NPC driven automation and combat. Template based world-generation (structures).

File Details

ancientwarfare-1.12.2-2.6.1.390.jar

  • R
  • Sep 24, 2018
  • 9.20 MB
  • 135.3K
  • 1.12.2

File Name

ancientwarfare-1.12.2-2.6.1.390.jar

Supported Versions

  • 1.12.2

Fixed issue with door ai crashing on server with NoSuchMethodError

 

Plus changelog from version released a day before:

Added new fire pit block with several variants
- can be lit with flint and steel or with torch
- the fire can be put out using bucket of water

 

Added manual
- still WIP
- but has plenty of content already on big part of AW
- creative only at the moment, there will be a recipe and likely some additional ways of getting it in the future

 

New factions added in and current updated
- also there are plenty of new npc skins so every faction npc will look different from what it used to

 

Added compatibility for NPCs to be able to work in twilight forest and even be able to do day or night shift.
Addec compatibility with TF trees / saplings
Added compatibility with plants mod trees / saplings

Updated all recipes to use ore dicted items whenever possible
Changed sound block to run and track sounds client sound only 
- gets rid of the requirement to enter the length of the sound manually
Added template data fixers that going on will take care of any format or data fixes so even preexisting player created templates will get properly updated to new format/data
- all these fixes get logged in the log files


Added chinese translation.
Added recipe ingredient that checks for NBT match, but ignores all additional NBT that may be present on the itemstacks it's matched against. 
- helps with ignoring repaircost, name and other NBT attached to stacks
Changed routing orders' filters to save counts higher than 127 when specifying exact counts.
Changed the worker logic so that night shift workers sleep during the day and as part of that fixed the issue with them just waiting around during the day and not going home.
Tuned tree farm logic a bit so that when it gets filled it doesn't leave logs or leaves hanging in the air once it starts again.
Added BoP grasses and dirts as valid blocks that saplings can be planted on.
Added attack speed modifiers to hammers and batons so these now cannot be spam clicked for the same amount of damage
Added proper handling of command blocks in structure templates.
Tuned door ai to make it much smoother with less door opening / closing as well.

Fixed rendering of 3D items when picked up in the warehouse GUI
Fixed fish farm not using power for when it fished something from fishing loot table.
Fixed npcs working in rain when they were not supposed to.
Fixed null pointer exception in upkeep order
Fixed infinite loop issue that could sometimes happen when farming chorus
Removed plenty of unnecessary logging and changed some logging levels to lower priority levels. Should get rid of unimportant messages filling log at times
Fixed warehouse interface filling logic not to overfill above the required number (which would previously cause another call to empty the interface and leave a lot of partial stacks).
Fixed FTB integration
Fixed targeting AI getting stuck even when the target entity is dead 
- added a check in target ai that removes dead attack target.
Fixed crashes when some of the JEI recipe ingredient item stacks are null