I don't want zombies that see me looking at them; one type of enderman is enough. Zombies are supposed to be fairly mindless beasts; I'm actually kind of annoyed that vanilla Minecraft has AI good enough to run mazes without hitting dead ends. In 7 Days to Die they have very good peripheral vision (it's difficult to hide from them, they spot you on roofs and stuff), and that's just not in keeping with my understanding of zombies.
As with most aspects of this mod, there will be an option in the config file to disable that.
Also: I'm using Improving Minecraft, which among other things turns regular animals into undomesticated types that you have to breed a few generations in to get to the regular types with normal drops (undomesticated animals drop half their normal loot; you can't interact with them in the normal way to get non-kill loot (milk, wool, eggs), and you can't ride wild pigs). But your algorithms don't seem to work on them; they just stand there and look at me passively, and when I hit one it just attacks me (which is normal IM behavior).
I'm not entirely sure how your code works from your short description there, but I'm eager to see it in action. Can you make a patch, or variant, of HerdCraft so that the wild animals of Improving Minecraft shy away from humans and participate in herd behavior, and the domesticated (normal) animals participate in herd behavior but don't shy away from humans? Also, that wild boars/pigs will attack rather than run, if the thing that damaged them was a person (and I've no idea if you could arrange it, but could they destroy blocks that hurt them by rooting them up (digging the block beneath the block that hurt them)? I'm specifically thinking of cactus and poison ivy (which I think is from Biomes o' Plenty, and recently knocked a bunch of animals and villagers down to 1 HP on one of my worlds); cactus hurts you directly and poison ivy poisons you for damage over time.
I'd have to look at how they make their animals wild. If they're brand new mobs, I should be able to make a compatibility plugin without too much trouble. If they replaced all the AI functions in a way I didn't expect, it may take a bit more work. That said, I'll be looking into this after the upcoming update. I don't want to side track development too far for cross-mod support.
You say you're making mobs smarter... any chance you could add that animals tend to shy away from lava and quicksand (Biomes o' Plenty), that baby chickens (and wild chickens) can swim and other babies avoid getting in the water (baby animals drowning is the saddest thing ever), and that villagers avoid quicksand, cactus, and poison ivy (and maybe don't swim in places where they're going to drown -- under things without a block of air)? Don't make monsters avoid the dangers, though -- quicksand traps are useful and spiders trying to climb over cactus is one of the funniest things ever.
I'm honestly a little hesitant to get mobs to actually look at the blocks around them. Even just looking at a radius of 3 blocks out, that means that each mob has to consider 5^3=125 blocks. However, I may be able to get herds to tend away from lava pools, and areas full of cacti since there's a lot fewer herds than there are mobs.
As with most aspects of this mod, there will be an option in the config file to disable that.
I'd have to look at how they make their animals wild. If they're brand new mobs, I should be able to make a compatibility plugin without too much trouble. If they replaced all the AI functions in a way I didn't expect, it may take a bit more work. That said, I'll be looking into this after the upcoming update. I don't want to side track development too far for cross-mod support.
I'm honestly a little hesitant to get mobs to actually look at the blocks around them. Even just looking at a radius of 3 blocks out, that means that each mob has to consider 5^3=125 blocks. However, I may be able to get herds to tend away from lava pools, and areas full of cacti since there's a lot fewer herds than there are mobs.
The wild animals in Improving Minecraft are brand new mobs that replace naturally spawning mobs and are set to give the domesticated versions after x generations of breeding.
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Thanks, Shade.
That means a child mod should be possible with relatively little pain. I'll start actually looking into it just as soon as I'm done these skeleton algorithms.
And for anyone who's curious about how this update's coming along:
New config GUI in mods menu? Check
Creepers spread out to maximize what they see? Check
Skeletons form spread out groups? Check
Skeletons work together to murder you and not each other? Under development
Skeletons panic when you get too close? Three lines, not yet written
I'm honestly a little hesitant to get mobs to actually look at the blocks around them. Even just looking at a radius of 3 blocks out, that means that each mob has to consider 5^3=125 blocks. However, I may be able to get herds to tend away from lava pools, and areas full of cacti since there's a lot fewer herds than there are mobs.
Don't suppose it would be possible to do the opposite -- have lava pools spawn invisible "heat blocks" on nearby non-lava blocks (kind of like a wall of heat) and have mobs avoid these?
As for cactus, I suppose any ***** by a cactus should make the creatures back up and avoid that area. Possibly run away a few blocks in a random direction, though that could make a feedback loop in a cactus field.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Don't suppose it would be possible to do the opposite -- have lava pools spawn invisible "heat blocks" on nearby non-lava blocks (kind of like a wall of heat) and have mobs avoid these?
As for cactus, I suppose any ***** by a cactus should make the creatures back up and avoid that area. Possibly run away a few blocks in a random direction, though that could make a feedback loop in a cactus field.
Unfortunately, the heat blocks would still require the mobs to "look" at blocks; even if they're only looking for one in particular.
Unfortunately, the heat blocks would still require the mobs to "look" at blocks; even if they're only looking for one in particular.
Yes, but they'd be looking only for blocks directly adjacent them, not a bunch more. Because instead of looking for lava over there, they'd be looking for lava-heat right next to them, which means only 9 blocks instead of a lot more.
I'm not entirely sure how the pathfinding works with villagers or other mobs, but since zombies can run an entire maze flawlessly to get to a villager and they managed to get rid of the incredible lag that used to cause, I'm pretty sure there's some level of looking that can be done somehow. I'm just not sure what it is.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
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New version is up!
And, just because I like listing the new features:
GUI for updating the config file. It is accessible from the mods button on the main menu.
Creepers now spread out. They'll still spawn in groups, then go in opposite directions. Now even more of the countryside has a creeper staring at it.
Skeletons form loose groups. While they form groups, they prefer not to stand too close. At least until they decide to form...
Skeleton Firing Lines! Now ten or more skeletons can shoot at you at the same time without shooting each other (as much). And if that's not enough
Skeletons flee if you get too close. This leaves your flanks wide open as you chase one down with a sword. Remember to bring a bow.
Coming next is my first attempt at a cross-mod compatibility plugin.
This will be followed by scarier multi-species hordes that know who you are, and where to find you.
Haven't tried out your mod configs yet so maybe you've already accounted for this, but: Please ensure that the player has control over which herd abilities get used and how common they are. I can see myself going "Man, I would love for animals to act like this and zombies to make his style of hordes but dang it, I am sick to death of skeleton firing squads and not being able to melee skellies like normal" and just giving up on the mod.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
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Check out the config options. Almost anything is customizable with just a few clicks and number buttons.
I tend to start of with new features default to on, but if people generally find it too hard, I'll update the default values.
"Better breeds" removes the vanilla mobs and replaces them with its own versions (the mob is meant to allow mobs to have males and females and so you must have 1 of each to breed.) while "Hungry Animals" changes the AI of mobs so that they run away from players, eat grass in the world, and breed without help. "Better Breeds" may work fine right away but I imagine that "Hungry Animals", since it changes AI, will cause issues.
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Hey guys,
I haven't really played in months, so I didn't realize a new version came out.
I'm actively in crunch time at my new game programming job, but after that's done and I catch a free weekend, I'll see about doing a plain version update.
If anyone wants this to get updated sooner than probably a month or two, the source is still available. Whether it's just a one off package update, or you want to take over the project, message me.
As with most aspects of this mod, there will be an option in the config file to disable that.
I'd have to look at how they make their animals wild. If they're brand new mobs, I should be able to make a compatibility plugin without too much trouble. If they replaced all the AI functions in a way I didn't expect, it may take a bit more work. That said, I'll be looking into this after the upcoming update. I don't want to side track development too far for cross-mod support.
I'm honestly a little hesitant to get mobs to actually look at the blocks around them. Even just looking at a radius of 3 blocks out, that means that each mob has to consider 5^3=125 blocks. However, I may be able to get herds to tend away from lava pools, and areas full of cacti since there's a lot fewer herds than there are mobs.
The wild animals in Improving Minecraft are brand new mobs that replace naturally spawning mobs and are set to give the domesticated versions after x generations of breeding.
That means a child mod should be possible with relatively little pain. I'll start actually looking into it just as soon as I'm done these skeleton algorithms.
And for anyone who's curious about how this update's coming along:
I think I got this next version working, but I don't have a server to test multiplayer anymore.
If anyone out there has a server and they don't mind beta testing new releases, please send me a PM.
Thanks.
Don't suppose it would be possible to do the opposite -- have lava pools spawn invisible "heat blocks" on nearby non-lava blocks (kind of like a wall of heat) and have mobs avoid these?
As for cactus, I suppose any ***** by a cactus should make the creatures back up and avoid that area. Possibly run away a few blocks in a random direction, though that could make a feedback loop in a cactus field.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Unfortunately, the heat blocks would still require the mobs to "look" at blocks; even if they're only looking for one in particular.
Yes, but they'd be looking only for blocks directly adjacent them, not a bunch more. Because instead of looking for lava over there, they'd be looking for lava-heat right next to them, which means only 9 blocks instead of a lot more.
I'm not entirely sure how the pathfinding works with villagers or other mobs, but since zombies can run an entire maze flawlessly to get to a villager and they managed to get rid of the incredible lag that used to cause, I'm pretty sure there's some level of looking that can be done somehow. I'm just not sure what it is.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
And, just because I like listing the new features:
This will be followed by scarier multi-species hordes that know who you are, and where to find you.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I tend to start of with new features default to on, but if people generally find it too hard, I'll update the default values.
It's Hungry Animals and you might have interests to look it over.
---
I make modpacks, and am an Esteemed Innovator.
Just found this interesting mod and was wondering how well it worked with mods like "Hungry Animals" and "Better Breeds".
I've started looking into making some cross-mod compatibility add-ons, but I just got a new job, so life's been a little hectic lately.
In general, HerdCraft plays well with other mods, but if they add passives, the herd behavior may not apply on its own.
Let me know if there's specific mods you all want to see specific support for, and I'll try to get it built out whenever I get settled.
"Better breeds" removes the vanilla mobs and replaces them with its own versions (the mob is meant to allow mobs to have males and females and so you must have 1 of each to breed.) while "Hungry Animals" changes the AI of mobs so that they run away from players, eat grass in the world, and breed without help. "Better Breeds" may work fine right away but I imagine that "Hungry Animals", since it changes AI, will cause issues.
I want to use this mod in a modpack, is that allright with you? Let me know soon! - From, BeardMan . . .
Mod packs are okay. Thanks for letting me know.
when is 1.8???^
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Hey guys,
I haven't really played in months, so I didn't realize a new version came out.
I'm actively in crunch time at my new game programming job, but after that's done and I catch a free weekend, I'll see about doing a plain version update.
If anyone wants this to get updated sooner than probably a month or two, the source is still available. Whether it's just a one off package update, or you want to take over the project, message me.
Hey Nak, just letting you know that I am going to be testing out this mod in my modpack, I hope you do not mind. And btw it looks great.
Modpack Link
(It might be a few days from the day of this post before the update that may contain this mod)