Hi,
I tested the 1.6.2 Forge version (won't play it excessively because of Lightning bugs in this Minecraft version).
Two things I noticed:
-Creepers explode suboptimally:
Without ESM, creepers approach you until 2 blocks away, then explode (they don't hug you like they should). If you run away when they fizz, they sometimes stop fizzing to make a new approach. With ESM they always explode when started to fizz. I think you had the creeper problem already some versions ago. Also only powered creepers have napalm (intended ?)
-Pathing cap doesn't seem to work, with 64 awareness radius I get horrible lag regardlaess of pathing cap 1 or 100.
In my opinion, you should wait for 1.7.2 to update ESM, and the only features I think are really important are awareness radius (with pathing cap) and breaching creepers.
You should update this (1.6.4)! The ONLY thing I want is to make it so that mobs don't attack each other but kills animals, now THAT sounds terrifying. If all the mobs are attacking each other, I think there is less chance for them to actually go after the player and there are just too much destruction going on from creepers. You should make it so only hostile mobs attack passive mobs!
This mod is one of the best mods I have seen that makes mobs more terrifying without adding new ones. Great modification!
EDIT: Officially in my Watch-List. Ill keep an eye on this mod!
You should update this (1.6.4)! The ONLY thing I want is to make it so that mobs don't attack each other but kills animals, now THAT sounds terrifying. If all the mobs are attacking each other, I think there is less chance for them to actually go after the player and there are just too much destruction going on from creepers. You should make it so only hostile mobs attack passive mobs!
This mod is one of the best mods I have seen that makes mobs more terrifying without adding new ones. Great modification!
EDIT: Officially in my Watch-List. Ill keep an eye on this mod!
EDITT: Does this already work on 1.6.4?
It seems to only work in 1.6.2 (look a few posts above yours) but feel free to try. It probably won't, though.
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Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
You should revive this mod! It's a really awesome modification to mobs and I really like this extra challenge!
Thanks for the encouragement, I will eventually revive it. I have just taken a break from this to work on other projects I have. Also I was still learning the Forge API when trying to port it over (I'm pretty fluent with it now though). When I finally return to this and finish converting it to Forge I'm sure the update schedule will be much more frequent but for now it will have to wait.
Thanks again everyone for your continued support. I have not forgotten about you and I will return!
This looks interesting: http://www.coros.us/mods/zombieawareness
Especially this:
"Uses my CoroAI package that supports a queued rangeless pathfinding running on a separate thread. If sight range or auto targeting is within the set pathfind range, it does a full pathfind attempt, if outside the range, the hostile will pathfind in small pieces towards its target, using multiple different attempts, tries an area towards the target a couple times, if that fails, tries to pathfind to the highest Y block towards the target, works amazingly well for long distance surface focused situations, or non huge maze buildings."
Maybe you can use CoroAI to simplify coding your mod ?
This looks interesting: http://www.coros.us/...zombieawareness
Especially this:
"Uses my CoroAI package that supports a queued rangeless pathfinding running on a separate thread. If sight range or auto targeting is within the set pathfind range, it does a full pathfind attempt, if outside the range, the hostile will pathfind in small pieces towards its target, using multiple different attempts, tries an area towards the target a couple times, if that fails, tries to pathfind to the highest Y block towards the target, works amazingly well for long distance surface focused situations, or non huge maze buildings."
Maybe you can use CoroAI to simplify coding your mod ?
The thing is I've already got the adjustable path finding done in the latest beta version but I will no doubt take a look at this to see what improvements can be made and whether it's worth while to use this. Thanks for the suggestion.
I have just played version 8.0 of ESM for several hours. I noticed that mobs have weird pathfinding in caves, sometimes not going through 1x2 holes which led me to do some tests:
Awareness 32, X-Ray on. Made a save in a cave as initial situation. Stand still and fighted back all incoming mobs for 5 minutes. Repeated several times with different minecraft versions.
1) In 1.5.2 with ESM 8.0: less than 1 incoming mob in average
2) In 1.4.6 with ESM 6.1: 8 incoming mobs in average
I have tested both with or without Optifine and get the same results.
So if you want to revive this mod some time you should start with 6.1 as base version ?
For all gamers out there who want the best ESM experience:
ESM v6.1 is still the best mod for a challenging Minecraft !
I have just played version 8.0 of ESM for several hours. I noticed that mobs have weird pathfinding in caves, sometimes not going through 1x2 holes which led me to do some tests:
Awareness 32, X-Ray on. Made a save in a cave as initial situation. Stand still and fighted back all incoming mobs for 5 minutes. Repeated several times with different minecraft versions.
1) In 1.5.2 with ESM 8.0: less than 1 incoming mob in average
2) In 1.4.6 with ESM 6.1: 8 incoming mobs in average
I have tested both with or without Optifine and get the same results.
So if you want to revive this mod some time you should start with 6.1 as base version ?
For all gamers out there who want the best ESM experience:
ESM v6.1 is still the best mod for a challenging Minecraft !
Interesting... I didn't do that kind of testing. Makes me thing of how I could improve the next version. I would also like to point out it may likely just be changes Mojang made to the the AI pathing system between 1.4 and 1.5.
I've many thoughts around reviving this mod sometime this year mainly because I don't want it to become too outdated and fall into the list of mods that are just too much work to update to current versions of minecraft. Also I feel I'm letting the fanbase of this mod down a little by putting off updating this in favour of working on new ideas.
I'm going to try later to setup a beta build system for people interested in testing the latest versions as they're made but being very new to autobuild scripts it might be a while till that's available.
I have beta downloads available however only the most recent build will be available for use, stable or not (limitation of the free host I'm using). Check the front page for links and build status.
WARNING: Users updating to build 57 and using the modified Nether/End will need to leave those dimensions and the default versions. Both versions of the dimensions will be required to be regenerated (delete the DIM # folders) for the new system. This is because the new nether & end is set to generate in place of the existing dimensions instead of creating new ones. I apologise for any inconvenience this causes.
Tried your current version for 1.6.4 with the finale version of FORGE for 1.6.4. The config that generates for me only allows me to configure 2 options:
# Configuration file
####################
# world
####################
world {
B:"Use New End"=false
B:"Use New Nether"=false
}
Thats it!!! From reading the OP, it seems like there are extra options that I am missing, such as tweaking the radius of creepers and so on... I am using your mod along with Zombie Awareness and Special Mobs, could those two mob tweaking mods conflict with yours?
Tried your current version for 1.6.4 with the finale version of FORGE for 1.6.4. The config that generates for me only allows me to configure 2 options:
# Configuration file
####################
# world
####################
world {
B:"Use New End"=false
B:"Use New Nether"=false
}
Thats it!!! From reading the OP, it seems like there are extra options that I am missing, such as tweaking the radius of creepers and so on... I am using your mod along with Zombie Awareness and Special Mobs, could those two mob tweaking mods conflict with yours?
The rest of the options are in the world folders. It's like that so you don't end up loading another world and it getting completely blown up.
Does your end modifications mess with hardcore ender expansion?
I honestly don't know what would happen if you installed that... I should check. Feel free to check for me.
EDIT: It appears that Ender Expansion overrides ESM's end dimension type completely. Nothing seems to have crashed or broken during my brief test so I assume it is safe to use.
In my opinion Ender Expansion would be harder than ESM's end anyway. I'm amazed that there are people adding EVEN MORE difficulty on of this. Good luck surviving man.
EDIT: It appears that Ender Expansion overrides ESM's end dimension type completely. Nothing seems to have crashed or broken during my brief test so I assume it is safe to use.
In my opinion Ender Expansion would be harder than ESM's end anyway. I'm amazed that there are people adding EVEN MORE difficulty on of this. Good luck surviving man.
That's nothing compared to mob properties modifying mobs to the point of insanity Thanks for your help
I have, and yes it does. quite a ton of lag tbh, at least at the 64 range.
You need to set pathing caps when you increase the range to the point of lag. This is because having every mob in range try to calculate the fastest paths to their target from very far away (and sometimes from impossible locations if you have X-Ray on) is very taxing on processing time. A cap of between 8 - 32 should be ample.
I tested the 1.6.2 Forge version (won't play it excessively because of Lightning bugs in this Minecraft version).
Two things I noticed:
-Creepers explode suboptimally:
Without ESM, creepers approach you until 2 blocks away, then explode (they don't hug you like they should). If you run away when they fizz, they sometimes stop fizzing to make a new approach. With ESM they always explode when started to fizz. I think you had the creeper problem already some versions ago. Also only powered creepers have napalm (intended ?)
-Pathing cap doesn't seem to work, with 64 awareness radius I get horrible lag regardlaess of pathing cap 1 or 100.
In my opinion, you should wait for 1.7.2 to update ESM, and the only features I think are really important are awareness radius (with pathing cap) and breaching creepers.
This mod is one of the best mods I have seen that makes mobs more terrifying without adding new ones. Great modification!
EDIT: Officially in my Watch-List. Ill keep an eye on this mod!
EDITT: Does this already work on 1.6.4?
Remember to watch your back.
It seems to only work in 1.6.2 (look a few posts above yours) but feel free to try. It probably won't, though.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
Remember to watch your back.
Thanks for the encouragement, I will eventually revive it. I have just taken a break from this to work on other projects I have. Also I was still learning the Forge API when trying to port it over (I'm pretty fluent with it now though). When I finally return to this and finish converting it to Forge I'm sure the update schedule will be much more frequent but for now it will have to wait.
Thanks again everyone for your continued support. I have not forgotten about you and I will return!
http://www.coros.us/mods/zombieawareness
Especially this:
"Uses my CoroAI package that supports a queued rangeless pathfinding running on a separate thread. If sight range or auto targeting is within the set pathfind range, it does a full pathfind attempt, if outside the range, the hostile will pathfind in small pieces towards its target, using multiple different attempts, tries an area towards the target a couple times, if that fails, tries to pathfind to the highest Y block towards the target, works amazingly well for long distance surface focused situations, or non huge maze buildings."
Maybe you can use CoroAI to simplify coding your mod ?
The thing is I've already got the adjustable path finding done in the latest beta version but I will no doubt take a look at this to see what improvements can be made and whether it's worth while to use this. Thanks for the suggestion.
Awareness 32, X-Ray on. Made a save in a cave as initial situation. Stand still and fighted back all incoming mobs for 5 minutes. Repeated several times with different minecraft versions.
1) In 1.5.2 with ESM 8.0: less than 1 incoming mob in average
2) In 1.4.6 with ESM 6.1: 8 incoming mobs in average
I have tested both with or without Optifine and get the same results.
So if you want to revive this mod some time you should start with 6.1 as base version ?
For all gamers out there who want the best ESM experience:
ESM v6.1 is still the best mod for a challenging Minecraft !
Interesting... I didn't do that kind of testing. Makes me thing of how I could improve the next version. I would also like to point out it may likely just be changes Mojang made to the the AI pathing system between 1.4 and 1.5.
I've many thoughts around reviving this mod sometime this year mainly because I don't want it to become too outdated and fall into the list of mods that are just too much work to update to current versions of minecraft. Also I feel I'm letting the fanbase of this mod down a little by putting off updating this in favour of working on new ideas.
https://github.com/Funwayguy/Epic-Siege-Mod < Repository Home
https://github.com/Funwayguy/Epic-Siege-Mod/blob/master/funwayguy/esm/core/ESM_Settings.java < My TODO List
I'm going to try later to setup a beta build system for people interested in testing the latest versions as they're made but being very new to autobuild scripts it might be a while till that's available.
# Configuration file
####################
# world
####################
world {
B:"Use New End"=false
B:"Use New Nether"=false
}
Thats it!!! From reading the OP, it seems like there are extra options that I am missing, such as tweaking the radius of creepers and so on... I am using your mod along with Zombie Awareness and Special Mobs, could those two mob tweaking mods conflict with yours?
The rest of the options are in the world folders. It's like that so you don't end up loading another world and it getting completely blown up.
I honestly don't know what would happen if you installed that... I should check. Feel free to check for me.
EDIT: It appears that Ender Expansion overrides ESM's end dimension type completely. Nothing seems to have crashed or broken during my brief test so I assume it is safe to use.
In my opinion Ender Expansion would be harder than ESM's end anyway. I'm amazed that there are people adding EVEN MORE difficulty on of this. Good luck surviving man.
That's nothing compared to mob properties modifying mobs to the point of insanity Thanks for your help
I have, and yes it does. quite a ton of lag tbh, at least at the 64 range.
You need to set pathing caps when you increase the range to the point of lag. This is because having every mob in range try to calculate the fastest paths to their target from very far away (and sometimes from impossible locations if you have X-Ray on) is very taxing on processing time. A cap of between 8 - 32 should be ample.
Btw, that is a modded server type that has bukkit in it!
Thanks, ahead of time!