Jump to content

(custom npc) (1.7.10) (SOLVED) How to spawn a cloned npc to a certain location


Recommended Posts

I really need help i'm using custom npcs on 1.7.10 and i'm trying to spawn a npc to a certain spot but i just can't do it.

I've saved a npc called josh to server side in tab 1 but i just cant get him to spawn where i want. I've tried /world.spawnClone(-1079, 67, 214 1, 'josh') and tried different ways of typing it even putting noppes at the start but it just says Unknown command.

I also tried /noppes clone spawn josh 1 0:overworld]-1079,67,214 josh I've tried that with space and commas and spaces and no commas or with not over world but it either spawn him in me and not where i want him to spawn or he just doesn't spawn at all and no messages appear so I've done something wrong.

I just want to know how to spawn a saved npc in a certain spot without any missing stuff just tell me what to type and I've given the name and the place i want him to spawn so just type it if you were going to do it.

Link to comment
Share on other sites

  • 3 weeks later...

Oh my god thank you so much you have no idea how much this means to me, you are a bloody legend. I'm making a rpg with your mod (I'm sure you get that a lot) but I've played all the others and I want mine to be really ambitious  and this is the thing I needed the most. I didn't want my npcs to never move or do nothing but one thing but now I can really make it amazing. I'm thinking about making a little trailer  for it if you want to see it. I'll send it to you when it's done. Once again thank you so much you seriously saved me.

Link to comment
Share on other sites

  • 3 years later...
  • 3 years later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • On a private server, the blocks from the mentioned mods (Tinkers construct, Immersive engineering, Create) are swapped with other blocks from those mods. This occurred after updating the server's mods. The problem only applies to me and multiple other players don't have the same issue I do.  I have a link to an unlisted YouTube video from my perspective below. https://youtu.be/bBcsQjFmseg Thanks for any help
    • FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':processResources'. > Could not copy file 'C:\Users\jedil\Downloads\forge-1.20-46.0.14-mdk\src\main\resources\META-INF\mods.toml' to 'C:\Users\jedil\Downloads\forge-1.20-46.0.14-mdk\build\resources\main\META-INF\mods.toml'.    > Failed to parse template script (your template may contain an error or be trying to use expressions not currently supported): startup failed:      SimpleTemplateScript1.groovy: 1: Unexpected input: '(' @ line 1, column 10.         out.print("""# This is an example mods.toml file. It contains the data relating to the loading mods.                  ^   This is my mods.toml script: # This is an example mods.toml file. It contains the data relating to the loading mods. # There are several mandatory fields (#mandatory), and many more that are optional (#optional). # The overall format is standard TOML format, v0.5.0. # Note that there are a couple of TOML lists in this file. # Find more information on toml format here: https://github.com/toml-lang/toml # The name of the mod loader type to load - for regular FML @Mod mods it should be javafml modLoader="javafml" #mandatory # A version range to match for said mod loader - for regular FML @Mod it will be the forge version loaderVersion="${46.0.14}" #mandatory This is typically bumped every Minecraft version by Forge. See our download page for lists of versions. # The license for you mod. This is mandatory metadata and allows for easier comprehension of your redistributive properties. # Review your options at https://choosealicense.com/. All rights reserved is the default copyright stance, and is thus the default here. license="${All Rights Reserved}" # A URL to refer people to when problems occur with this mod #issueTrackerURL="https://change.me.to.your.issue.tracker.example.invalid/" #optional # A list of mods - how many allowed here is determined by the individual mod loader [[mods]] #mandatory # The modid of the mod modId="${MCRefined}" #mandatory # The version number of the mod version="${1.0.0}" #mandatory # A display name for the mod displayName="${Minecraft Refined}" #mandatory # A URL to query for updates for this mod. See the JSON update specification https://docs.minecraftforge.net/en/latest/misc/updatechecker/ #updateJSONURL="https://change.me.example.invalid/updates.json" #optional # A URL for the "homepage" for this mod, displayed in the mod UI #displayURL="https://change.me.to.your.mods.homepage.example.invalid/" #optional # A file name (in the root of the mod JAR) containing a logo for display #logoFile="examplemod.png" #optional # A text field displayed in the mod UI #credits="" #optional # A text field displayed in the mod UI authors="${me}" #optional # Display Test controls the display for your mod in the server connection screen # MATCH_VERSION means that your mod will cause a red X if the versions on client and server differ. This is the default behaviour and should be what you choose if you have server and client elements to your mod. # IGNORE_SERVER_VERSION means that your mod will not cause a red X if it's present on the server but not on the client. This is what you should use if you're a server only mod. # IGNORE_ALL_VERSION means that your mod will not cause a red X if it's present on the client or the server. This is a special case and should only be used if your mod has no server component. # NONE means that no display test is set on your mod. You need to do this yourself, see IExtensionPoint.DisplayTest for more information. You can define any scheme you wish with this value. # IMPORTANT NOTE: this is NOT an instruction as to which environments (CLIENT or DEDICATED SERVER) your mod loads on. Your mod should load (and maybe do nothing!) whereever it finds itself. #displayTest="MATCH_VERSION" # MATCH_VERSION is the default if nothing is specified (#optional) # The description text for the mod (multi line!) (#mandatory) description='''${Minecraft, but it's, like, better.}''' # A dependency - use the . to indicate dependency for a specific modid. Dependencies are optional. I tried using --scan or --stacktrace, those were no help. I also tried Ctrl+Alt+S, the template I used did not appear. HELP
    • is usual than the imported classes changes in name and int path from version to version   are you sure the code you are putting is for the version you are trying to run 
    • i guest is the word "models/" in the json pathname abrasmagics:models/item/ingot_test.json       {       "parent": "mercmod:item/parent/ingots/parent_ingot_model",       "textures": {         "layer0": "mercmod:item/surface/acero-clear",         "particle": "mercmod:item/surface/acero-clear"       }     }
    • Another crash report need help https://pastebin.com/CQxPs1p2
  • Topics

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.