Hey, the Awkward Gamers did a Modlight on this mod!
Here's the video:
Overall the mod is very good, but I think with a few tweaks it could be really fun! I suggested some of the tweaks in the video, I'm not sure if they are eligible, and if not, you could explain why not, that would be awesome!
Thanks for making this awesome mod though!
P.S, you could subscribe, that would be awesome
Well, the sunlight was already taken care of. With the seeds, There is a config option for them, and the price of sunlight went up, but per request, I just turned crops off (by default). That way those who do want them just have to go change one false to a true
GREAT! but I suggest the zombies come at the plants and eat them. and add the wallnut and new zombies. I hope you will make the zombies hostile towards the plants. or at least make it so the zombies eat the plants if they are in the zombies way:) thank you. oh, and for new plants. I suggest...
Cherrybomb: blows up with a zombie in a 3x3 radius
Wallnut : has 50 hit pointsNK YOU A LOT IF YOU CONSIDER ANY OF THESE IDEAS!
Well, the sunlight was already taken care of. With the seeds, There is a config option for them, and the price of sunlight went up, but per request, I just turned crops off (by default). That way those who do want them just have to go change one false to a true
Awesome to hear!
The mod is really enjoyable and with a few new plants, it could be a proper game mode mod for Minecraft!
What that means so that you can also plant on not grass Because I have a short version of it.It only has the "Sunflower,peashooter,snow pea and repeater"
I have a working version for the next release all ready with awesome new stuff. Unfortunately, I was unable to release it before I went on vacation. I will release it ASAP after I get back.
May I suggest writing a new AI for the plants to cooperatively prioritize targets?
The Snowgolem AI tends to focus on the first hostile it sees and fire at it until either it goes out of range or either it or it's target dies. This is problematic when a spider comes into range first, attracting all the plants' attentions but then a skeleton comes in range from a different direction and wears down the defense on that side.
What would make sense for an improved AI is if the plants would check to see if a target is available and if so get a list of available targets, then go through the list checking to see if another plant was already shooting it, skipping the target if it's already being attacked. If it finishes going through the list without finding a target that isn't being shot, then it just picks the first target.
Alternatively, some more work could be done after that for specialist plants like the snow-pea, to make it prioritize unslowed zombies over slowed ones. Further checks could be made to see if potential targets can be shot immediately, or if they're still invincible after being shot the last time. Giving priority to targets that can actually take damage and switching targets when the target becomes invincible would allow even just a few fast-firing plants to hold off incredible numbers of regular zombies, though skeletons would still be an issue.
I realise that implementing a change like this would involve a considerable amount of coding, but I just think it would be an incredible improvement over the current AI which tends to waste a lot of ammo (and therefore time, allowing other hostiles to close the distance and attack) on invincible targets, while ignoring other threats.
Basically, from what I understand, a large portion of the point of your mod is to defend one's home, and the problem is that the Snowgolem AI is a harassment AI, and not a defense AI. All that said, I think this mod is great, I'm looking forward to further releases, I'd be terribly honored if you considered my ideas, and I wish you a wonderful [insert approximate time of day here].
The mod has been updated!!! Still have to write a changelog, but here it is!
BTW, we have moved most material to an official site, but I will still keep this post updated with the latest and greatest! http://pvz-minecraft-mod.weebly.com/download.html
Well, the sunlight was already taken care of. With the seeds, There is a config option for them, and the price of sunlight went up, but per request, I just turned crops off (by default). That way those who do want them just have to go change one false to a true
Cherrybomb: blows up with a zombie in a 3x3 radius
Wallnut : has 50 hit pointsNK YOU A LOT IF YOU CONSIDER ANY OF THESE IDEAS!
Awesome to hear!
The mod is really enjoyable and with a few new plants, it could be a proper game mode mod for Minecraft!
This is the first mod I've had problems with.
Haha. What version are you running. Also check the config, make sure no other mods have conflicting ids.
Where you are talking about?
If you mean the one he got the Day Plant screenshots from, that would be Techne.
This is in the works
I have a working version for the next release all ready with awesome new stuff. Unfortunately, I was unable to release it before I went on vacation. I will release it ASAP after I get back.
I have an alamac in the works. Cherry bombs, doom shrooms, and the like are all under development
The Snowgolem AI tends to focus on the first hostile it sees and fire at it until either it goes out of range or either it or it's target dies. This is problematic when a spider comes into range first, attracting all the plants' attentions but then a skeleton comes in range from a different direction and wears down the defense on that side.
What would make sense for an improved AI is if the plants would check to see if a target is available and if so get a list of available targets, then go through the list checking to see if another plant was already shooting it, skipping the target if it's already being attacked. If it finishes going through the list without finding a target that isn't being shot, then it just picks the first target.
Alternatively, some more work could be done after that for specialist plants like the snow-pea, to make it prioritize unslowed zombies over slowed ones. Further checks could be made to see if potential targets can be shot immediately, or if they're still invincible after being shot the last time. Giving priority to targets that can actually take damage and switching targets when the target becomes invincible would allow even just a few fast-firing plants to hold off incredible numbers of regular zombies, though skeletons would still be an issue.
I realise that implementing a change like this would involve a considerable amount of coding, but I just think it would be an incredible improvement over the current AI which tends to waste a lot of ammo (and therefore time, allowing other hostiles to close the distance and attack) on invincible targets, while ignoring other threats.
Basically, from what I understand, a large portion of the point of your mod is to defend one's home, and the problem is that the Snowgolem AI is a harassment AI, and not a defense AI. All that said, I think this mod is great, I'm looking forward to further releases, I'd be terribly honored if you considered my ideas, and I wish you a wonderful [insert approximate time of day here].
BTW, we have moved most material to an official site, but I will still keep this post updated with the latest and greatest!
http://pvz-minecraft-mod.weebly.com/download.html
http://ci.md-5.net/job/MCPC-Plus/37/