How To Use Ancient Warfar Mod

Dec 17, 2014  Generally speaking this means you are free to use and redistribute the mod, use and modify the source code, and redistribute modified source code (with some conditions). Modpacks: Ancient Warfare may be freely included in any mod-packs and redistributed without explicit permission.

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 statusThere have been quite a few releases since the first one 4 months ago, you can see all of those at.All of 1.7.10 features are working in 1.12. 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.

AncientAncient

Ancient Warfare Courier

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.

Ancient Warfare Windmill

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. Buku komik my pre-wedding. 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.

How To Use Ancient Warfare Mod Minecraft

Mostly just fix anything the mod needs fixes for then will probably get back to that. Just to update here as well.

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.1.12.2-2.4.11Limited research recipes to actually require research and be only craftable in blocks that are meant for research recipes.Fixed AbstractMethodError issue with warehouse blocksFixed 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.1.12.2-2.4.12Fixed order copy recipe to work with empty stacks instead of nulls.