Ancient Warfare 2

Ancient Warfare 2

6M Downloads

NPCs do not work in chunkloaded areas without player(s) being present.

Equanic opened this issue ยท 5 comments

commented

I noticed this after I set up a farm village to supply food to a mining village using a combination of trains and chunkloaders. The set up worked fine as long as the work areas were supplied RF from non-NPC based suppliers (waterwheel, ect). I double checked by stripping my normal mods and attempting to replicate the issue using a simplified setup on a flat world and the issue persists. I am using forge version 10.13.4.1614-1.7.10 if that helps.

As an aside, this is one of my favorite mods and I would like to tell you how much I appreciate that you are maintaining and enhancing it. You do good work, thank you for this.

commented

This sounds pretty serious. Let me investigate this. I am setting up a server for a friend that I will personally play on too, so will be able to test this out.

commented

@Equanic, I cannot reproduce this problem. Can you give any more details on how you set up your flat world test bed?

commented

My guess is that this is a somewhat obscure problem as I usually run the game through a lan client setup, which is why Optifine would effect it. If I had a local server setup I believe this would not be a problem. Thanks for the tip about COFHTweaks! I will check it out. Thanks cosmicdan.

commented

@cosmicdan It's been a few months since I did my set up so I attempted to reproduce the problem. In a clean mod environment with forge 10.13.4.1614 on default flatland the NPCs did farming work as intended when chunkloaded and I was not present. I tried to track down why that wasn't the case before and I found that my previous testing must not have been as clean as I thought. Optifine seems to to been the reason the NPCs did not function out of sight despite chunkloading. I do not know why that is, but that is not a problem with Ancient Warfare, its a problem with Optifine. I apologize for wasting your time. Thank you for looking into this, I very much appreciate it.

commented

Oh wow, what business does Optifine have doing such things? The base game "kills" entities once they leave view range, but only on the client side - this keeps them running in the background perfectly fine on the server side. Your news suggests that Optifine is poking around the server-side code... Thanks for sharing this news with me!

You could try COFHTweaks by the way, it may not have connected textures support but I hear good things about it improving performance.