>> Updated for 1.6.2, added modpack permission info
Quick Download Section
Direct downloads, full instructions, etc are in the download section further down the post. Keep this in mind: one adfly click feeds me for a couple minutes. It is a huge help if you are feeling generous.
Note: There are no specific client or server downloads anymore, just 'universal' for both. The only requirement is that you have an appropriately up-to-date version of Minecraft Forge installed. You can download the recent recommended builds from here. ModLoader isn't needed. As usual, just put the .zip mod download in the mods folder when you have Forge installed. Full instructions are in the download section.
2. Updates and Info
3. Mod Guide a. The Nexus
b. Night Spawns
4. Downloads and Instructions
b. Older Versions
5. Problems and Help
7. Caveats/Other Info
Welcome! Have you in the past built fortifications, prepared your base, crafted armor and secured your chests, then noticed that no threat ever shows up? This mod seeks to fix that. If you feel the regular mobs just aren't quite up to the challenge and you want to really test your defenses, then try this out. It also enables some useful recipes and items.
Invasion Mod gives you the ability to initiate an attack on the location of your choosing. The difficulty steadily ramps up and the mobs are designed to deal with base defenses. The behaviour of all invading mobs has been extensively revamped. Most mobs have new abilities and in this beta stage there are some new mobs and substantially more powerful mobs on the way, geared towards new roles.
-Spawn an invasion until a nexus is overwhelmed(most reliable way to test your base and no down time).
-Leave mobs to spawn around a nexus every couple nights if you want to go off and do other things.
-Set mobs to instead spawn randomly at night, like usual mobs but a potentially lot more of them(customisable).
-Items available, like rechargeable traps, to help defend.
Note: the nexus acts as a beacon and GUI for invasions(that's why it's there), but mobs spawning at night don't yet have any way of organising themselves around a player or central point.
The area you set up at will certainly take a bit of a beating (a large beating if you are very stubborn and last a long time), but there is no "massive destruction" or silly unfair mechanics that will randomly destroy all your work. This includes the nexus(it does not damage any blocks). Still, you can back up your map if you want.
2. Updates and Info
>Download Section Below
It was awfully delayed, but here's the 1.6.2 update. 1.6 made sure to change a bit of everything Now, this doesn't include the new invasion stuff which feels agonizingly close to completeness, but it won't be too long until it's ready.
Notes for version 0.12.0b
- Fixed a loading problem on servers
Notes for version 0.12.0
- Updated for Minecraft 1.6.2
- Mob movement improved, especially around ladders
- Numerous small maintenance improvements and fixes (too many to list)
Notes from versions 0.11 to 0.6
Notes for version 0.11.7
-Updated for Minecraft 1.5.2
Notes for version 0.11.6
- Updated for Minecraft 1.5.1
- Block IDs up to 4096 should now be read properly from the config file
Notes for version 0.11.5
- Updated for Minecraft 1.4.6
- Mobs now retaliate against all living creatures
Notes for version 0.11.4
- Fixed a crash from the previous ladder fix
Notes for version 0.11.3
- Fixed ladders not building properly in 1.4.5
- All items and nexus block added to creative mode menu
- Nexus block no longer uses up terrain indices
- Fixed night spawn crash in 1.4.5
- Tar zombie no longer ignites from daylight
Notes for version 0.11.2
- Support for MC 1.4.4/1.4.5
Notes for version 0.11.1
- Support for MC 1.4.2 + Forge 6.x
Notes for version 0.11.0
- Support for MC 1.3.2 + Forge 4.x
- Mob climbing in SMP synced up better with the server
- Fixed some sound effects in SMP
Notes for version 0.10.2
- Fixed traps not working on the server
- Fixed iron shovel (unintended side-effect)
Notes for version 0.10.1
- Changed download file to work by just putting it in the 'mods' folder.
- Tried to increase support for earlier versions of Forge.
- Fixed messages not showing up on the server.
Notes for version 0.10.0
- Forge support
- Items no longer use up sprite indices
- Added support for SparrowAPI
AI and Mob Changes
- AI/Entity overhaul finished! (and integrated with Minecraft 1.2 AI).
- Mob pathfinding is improved, especially on the vertical axis. Combination of the large overhaul and lots of little improvements.
- Mob digging(block removal) aspect of pathfinding is much stricter and more efficient per-block, mainly when dealing
with height differences. Mobs shouldn't be prone any longer to digging away all the blocks they need to climb upwards,
where they used to create a giant mess.
- Mobs can swim much better, as in they can actually navigate their way around underwater. They also won't drown as easily,
but of course still drown, especially if they get "stuck" somewhere for too long.
- Mob movement is universally improved, especially on flat ground walking smoothly(diagonally) and chasing
players/other creatures better.
- Most mobs now have animations for digging and building, if applicable.
- Pig engineers can't spam instant-blocks and have to build manually with tools, like a player digging.
- All of pig engineer building is improved.
- Pig engineers can build wooden towers/scaffolding to reach high places. For shorter, awkward gaps, they now also know how to build
wooden blocks to hold up ladders.
- Added limited form of attacker "collective" AI. Currently keeps track of terrain to control how towers/scaffolding are
used. Further waves equals more building allowed. In general the aim is to allow them in the most tactical positions
and not to spam the terrain (but take it easy on them - they're mobs!)
- T2 zombies are slightly more buff in appearance and do a little more damage.
- Randomly spawned mobs(if enabled) wander and idle better.
- New, larger "mother" spider that can lay eggs. You probably don't want them to hatch.
- The creeper returns! The newly-equipped creepers now sometimes appear and the other mobs respect this. They will follow the creeper to victory (but not *too* close).
Creepers will explode with a much reduced radius, instead preferring to focus the blast in a tighter area front of them, like a shaped charge. This means
floors and soft blocks are generally safer from giant craters, but you may find your base gains some new entrances.
- New T3 zombie - the brute. This zombie is fairly tough and well-built. You'll have trouble knocking him about but the same can't be said the other way around.
It's certainly best to keep on your toes in open areas because he's got some bursts of power in him.
- Tuned the number of mobs a little bit to accomodate for the newer ones.
- Infused sword and Searing Bow now enchantable similar to a diamond sword and regular bow
- New catalyst item that starts at wave 10. Crafted by putting flux into a level 10 or higher nexus,
but can be used in any nexus. This should help avoid early waves when they are too easy for the player.
- Spiders load properly after save.
- Fixed the boulder collision sound.
- Boulder damage is now not insignificant. Getting hit by a long range boulder will hurt *much* more.
- Boulder throwing strongly cut back, especially randomly in the nexus area, but melee is a lot stronger and they will try to get to the nexus more.
- Fixed typo stopping mobs spawning high/low enough in those terrain situations. Differences in height should be supported to at least half the height of the world (+/- ~130).
- Fixed double drops and made item drops less spammy.
- Fixed lightning bolt graphics in SMP.
Notes for version 0.9.4 (client)
-Updated for MC 1.2.4
Notes for version 0.9.3b (client)
-Fixed mob attack range bug
Notes for version 0.9.3
-Updated server for 1.2.3
-Nexus GUI ID added to config file
Notes for version 0.9.2
-Updated for Minecraft 1.2.3
-Spiders less 'floaty'
-Strange bone is now given with right-click (yay, wolf item callback not being denied)
-Strange bone re-binds wolf to nearby nexus (still have to be the owner)
-Regular bones will un-bind wolves from their nexus
Notes for version 0.9.1
-Initial craftbukkit support
-Improved mob pathing towards players
-Fixed mob wandering in SMP
-Mob sight/sense should now work properly(synched up LoS/detection ranges with base entity stuff)
-Can now set night mob spawn maximum group size
-Can now override minecraft's mob limit in config (default is 70)
-Improved nexus timekeeping for continuous mode. Sleeping and chunk unloading shouldn't stop attacks coming
-Can set frequency of attacks for continuous mode in config
-Fixed wolf respawning and death animation
-Wolves now heal a little on an attack
Notes for version 0.9.0
- Invasion mobs now, when they have no nexus to go to:
-- Wander around
-- Burn during the day where appropriate
-- Have a "sight range", how far they can see players directly
-- Have a much lower "sense" range, how far they can sense a player's presence
-- Can't destroy blocks unless specifically pursuing a player
- Added an option to enable invasion mobs spawning at night (default: off)
- Added sound auto-loading and with detailed logs. No need to manually install sound folder anymore. (If anyone still experiences "the sound bug", please let me know and send the logs)
- New config file, "invasion_config.txt", in the Minecraft folder. Have a look inside for all the details, but the main things you can do are:
-- Set block and items IDs
-- Set other mod block strengths
-- Set extra sounds enabled/disabled
-- Set detailed night spawning behaviour, including spawn chance, what spawns, sight/sense range, burning, etc
-- Can turn item crafting off for invasion mod items
- Added log file "invasion.log"
- Added recipe for flux to lapiz lazuli
- New tool item:
-- First stage, the Nexus Adjuster, can adjust nexus range by rick-clicking the nexus with it (range of 32-128 as usual) (SP and SMP)
-- Crafted into the second stage, a Material Probe, it also gains the ability to measure block strengths by rick-clicking, and the ability to recover traps without setting them off
- New group of items: placeable traps. Traps are reusable
-- Empty Trap, craftable directly
-- Craft, charge, or otherwise turn empty traps into different types. Place these with right-click
-- Traps arm after 3 seconds. After triggering on an enemy (or player), they revert to empty and you can pick them up to use again
-- Flame Trap, crafted with a lava bucket. When triggered, creates a 3x3 fireball
-- Rift Trap, crafted by charging an empty trap in a nexus(or future add-on or other mod). Stuns invasion mobs in an area for a few seconds, doing some damage(to any mob), and deals high damage to the mob that triggered it
-- A rift trap can be charged in an inactive nexus, but an active nexus is massively faster at this
-- Traps can be recovered and 're-packed' without triggering them by right-clicking with a Material Probe
-- These two types of trap are triggered by anything living, so watch your feet
- Thrown boulders no longer affect bedrock
- Smoothed pathfinding performance in the more extreme situations
- Improved mobs a little when trying to attack the nexus from underneath
Notes for version 0.8.1
- Can remove extra invasion sounds and still proceed to play (boulders and explosions still trigger default sounds, for example)
- Nexus explosion resistance increased a lot
Notes for version 0.8.0
New nexus mode for continuous play
- Slowly generates flux, but mobs can often attack at night.
- Gradually charges up over time for faster flux generation, but mobs become stronger too
- No real limit on power if defended successfully, but a critically damaged nexus loses a portion of its charge
- To successfully defend, a certain number of mobs must be killed, thus re-stabilising the nexus. At this point the nexus can take care of YOU, tapping into all that energy to secure the area.
- This mode is activated by inserting a Stable Catalyst into a nexus
- In this state, a full invasion can still be activated with a catalyst except while already being attacked. At the end, the nexus will return to its continuous state and no progress will be lost.
- Inserting a Damping Agent will prevent power from increasing while it is in the slot. This item is retrievable.
- Inserting a Strong Damping Agent will rapidly decrease power while in the slot. If left to reach zero, the nexus deactivates
- Huge new mob/wave defining/building system in the code, which enables future developement of mobs, modes, waves, user configurations, etc. This means that this update, the main invasion waves have been re-defined, which entails:
- Fewer pig engineers
- Mobs come in semi-random 'groups', from being tighly clustered to wide fronts
- Mobs in groups are composed from semi-random templates
- Continuous mode night invasions are semi-randomly generated, based on power level seeding difficulty ratings
- Some forms of 'mini-finales', but no bosses yet
Items and Recipes
- Catalysts modified slightly. Recipes create a mixture which is then baked in a furnace for the catalyst, both for the Nexus Catalyst and new Stable Catalyst
- New item: Strange Bone. If close to a nexus, feeding this to a wolf you tamed(with left-click for technical reasons, until Forge support) will bind it to that nexus. It will then respawn at the nexus if it dies. A bound wolf has a purple collar and will attack mobs when not sitting.
- Damping agent and strong damping agent are available to help control the nexus in continuous mode
- New zombies
- Zombie Pigmen make their appearance from the nether. Like in the nether, they are highly resistant to fire and lava, but they aren't too afraid of diving in if needed.
- Tier 2 zombie skins and stats updated. Zombies now sometimes carry wooden or steel swords (that they probably died with). They will deal more damage but cannot dig through blocks.
- New Tar Zombie for tier 2 that sometimes appears. Originating from swamps and covered in tar, they are highly flammable. It is not recommended to stand close with a flint and steel.
- Pig Engineers have less hp
- Tier 2 spiders (blue spiders) have had their physics overridden, so now their pounce ability works correctly (beware; it is deadly accurate)
Water and Lava Mechanics
- Mobs now understand liquids much better. They are able to pathfind through them and recognise different liquids.
- Mobs are able to try and use water elevators, or more generally, swimming upwards to where they want to go.
- Mobs shouldn't become overpowered by water flows - they can still walk slowly against the current
- Zombie Pigmen, having a resitance to fire, can use lava in these same ways and can also destroy blocks while doing it.
- Pig Engineers shouldn't drop ladders everywhere and lag the game when they try and place a ladder where it can't go.
- Added particles to active nexuses
- Infused sword now rendered in 3D on the character model
- Fixed item drops
- Many other minor fixes and adjustments
Notes for version 0.7.5b
- Mobs don't spawn at the very top of maps
Notes for version 0.7.5
- Greatly increased spawn height tolerances. Spawn points are now generated up to 40 blocks higher or lower than the nexus and nearer to the nexus height is preferred.
- Fixed a nexus not releasing its lock when there was a spawn problem.
Notes for version 0.7.4
- Turned off multiple active nexus restriction in single player.
Notes for version 0.7.3
- Updated SMP to 1.0.0
- Mobs attacking the nexus are now much more consistent. They must be next to the nexus and there must be a clear opening.
- Minor changes with regards to blocks that are collidable but not solid
Notes for version 0.7.2
- Updated for Minecraft 1.0.0
- Smoothed out a lot of pathfinding around or on ladders, especially zombies and pig engineers
- Improved spider climbing a little
- Mobs should recognise trap doors and fences
- **Reverted mobs inheriting from normal mobs** In Minecraft 1.0.0, the player is unable to be damaged by anything of type EntityMob when in peaceful mode. Damage scaling is done too with easy/normal/hard/etc. These things completely break the mobs spawned in an invasion and it's not readily apparent to a player what the cause is. Thus, the need to revert this(it fixes other subtle problems too). It may cause friendly entities from other mods not to attack if they rely on a certain check. For one, Turret Mod is unaffected by this since one of the recent versions, but you might want to ask other mod authors to check for against the IMob interface instead (if they don't already).
Notes for version 0.7.1
- Fixed a client bug that could, in single player, make the first wave far too long, as if they stopped spawning. Sorry to anyone who experienced this.
Notes for version 0.7.0
- New block strength system! Most materials are much stronger against mobs trying to break them(about three times longer to break for the hardest materials). Also, mobs hurt themselves a little when they try to claw through blocks by hand, by a maximum of about one third their hp after a couple blocks. Details:
-Most building materials have a base strength of 5.5, including stone, cobblestone, bricks, stone bricks, mossy cobblestone, wood, planks, sandstone for desert builders, nether brick, etc.
-Soft blocks like sand and gravel have a base strength of 2.5. Dirt is soft, but receives a 50% bonus for not falling.
-Obsidian is the hardest individual block, at 5.5 strength + 40%: 7.7 strength. Obsidian also has a 50% chance to completely deflect a boulder! However...
-Certain especially sturdy construction materials get stronger the more blocks of a similar type they are touching. For each adjacent block, the bonus received is +10% strength stacking up to +50%. These materials can reach 8.25 strength when there are a lot of them making up a structure, but don't deflect anything.
-Stone, cobblestone(mossy too) and stone bricks all share this bonus for being so sturdy. That is, stone+stone or stone+cobble, for example.
-Bricks stack with its own type
-Nether bricks stack
-Sandstone stacks for those of you who are desert builders
You may opt to use obsidian to protect areas from boulders, for example. Walls and other big parts of your structures built from stone or those other materials can be just as strong though, if not slightly stronger in main sections. Most other blocks are medium strength, with some being very weak like sand or gravel. The mobs know this.
- New item, Searing Bow. Has the same power and charge time as a regular bow, up to those critical arrows. But, by holding on an extra bit longer, the searing bow charges up one step further, unleashing an arrow that can penetrate through even a whole line of targets, setting them all on fire, appropriately spewing a trail of embers in its wake. See the items section for recipe and more details.
- Recipes to convert flux into redstone or iron
- Added heart particles to infused swords as a healing effect
- Mobs will try and navigate water now and not get stuck
- Updated drops slightly
- Fixed shift-clicking an item causing a crash on the nexus gui
- Fixed boulders and zombies clawing through walls not having sounds in single player
- All mobs who can climb ladders are now much better at it
- Pig Engineers are significantly better now in every area of what they could do, including now being able to deal with big water and lava moats and other water/fire hazards. They will also now properly ladder up walls and deal with ledges like they were supposed to.
- Now able to change the nexus range to accomodate larger bases. Range is roughly the distance in blocks at which mobs spawn. In SMP, simply have an op use the '/invasion range [x]' command. It will affect the most recently right-clicked nexus. In single player, for the moment(because there are no commands possible), you can place a stack of dirt blocks in the nexus to control the range. 2 to 8 blocks corresponds to 32 to 128 range. The range is visible as the number in the bottom right corner of the nexus interface.
Notes for version 0.6.1
- Boulders should no longer 1-shot the nexus.
- Pig engineers can't replace bedrock with wood now
- Turret Mod and hopefully others will now recognize attackers as mobs. Previously turrets had to be set to "other"
- Added a little bit of safety if another mod removes a nexus block directly
I personally consider this still in the beta stages but don't get me wrong - there is a huge amount going on here already and the basic premise of the mod is fully functional. Features that we are currently working on and/or planned you can read nearer the bottom.
You can get the downloads further down, including SMP, herefurther down. (Can we use anchors here?)
Don't forget the installation instructions because there is sound too. We are working on just being able to drop the mod into your mods folder and so far no base classes have been modified at all.
An explanation of what's going on in this mod is just below, including recipes.
3. Mod Guide
The Nexus and How to Use It
The nexus is the central block of the entire mod. Crafting a catalyst and putting it into the nexus's item slot will begin to activate it. Once fully activated, it will begin to generate rift flux, a useful resource, by using minecraft's dimensional space, similar to how portals to the nether or aether work. There are two modes the nexus can be in:
Activated by inserting a regular Nexus Catalyst. Once tapped into a rift to this degree, disengaging is extremely unsafe - it cannot be deactivated! In fact, the block will become unbreakable during this state, though it can be damaged.
You get flux, but the other side of this is that mobs will begin to spawn a certain distance away, attracted to the nexus. Mobs will attack players and, given the chance, the nexus itself. If the nexus ever reaches 0%, the activation is broken and the invasion ends in a nasty way to all living things in the area, so be warned!(to clarify, it doesn't damage any blocks, just living things, and remains afterwards) A nexus is pretty tough though, and its damage state is highly visible.
Activated by inserting a Stable Catalyst, the nexus generates flux much more slowly. Mobs sometimes can attack at night, so be prepared. You can tell by sunset whether the nexus will be attacked that night or not. Over time, the nexus gradually charges up. This results in faster flux generation but attacks by mobs become much stronger. Failing to keep the nexus safe will inevitably cause a partial discharge as the mobs overwhelm it, but successful defenses will allow the nexus to reach higher and higher power levels. The discharge in this state is not enough to harm the player, though. You can control the nexus in this state to some degree with damping agents, including shutting it down if needed, but it's not instant.
To defend the nexus in continuous mode, you must deal with the mobs who have destabilised the rift and forced their way into the world. Killing enough of them to restabilise the rift will let the nexus safely draw more energy and help you secure the area.
In the case of exiting and reloading the game (given minecraft was able to save), both SMP and SP nexuses should be restored to the state you left it in. You can also adjust the nexus range to suit your base. The range is roughly the area the nexus influences and the range at which mobs will spawn. By default it is 60 blocks outward. In SMP an op can adjust it by using '/invasion range [x]' as a command. In SP, for the moment, you can place 2-8 dirt blocks in the nexus to change the range to between 32-128. Don't worry, the range is very visible on the nexus interface.
Here's a quick overview of the nexus interface. A catalyst in the left slot will begin to activate the the nexus, progress being the red bar. This nexus is already active and "locked in". The slot on the right is where rift flux is generated, along with its progress bar too. Wave number is the current intensity of the attack while nexus level is the the furthest wave this nexus has ever reached. It also tracks the total number of mobs' demise since it was placed.
Making a nexus involves taking an obsidian block as a base and crafting it with three redstone and a phase crystal.
To make the important phase crystal needed, you will need one diamond and some redstone. Don't worry, a nexus is good at generating resources back.
The nexus is not a requirement to get lots of invasion mobs spawning. It's not enabled by default, but you can replace regular random mob spawns at night with as many invasion mobs as you like, and of what type. Mobs will only break blocks if they are actively chasing a player and can be set up to see variable distances. Otherwise, they burn in sunlight similarly to regular mobs. Standby in the future for more behaviours.
To enable this, find 'invasion_config.txt' in your minecraft folder after running the mod once. You should open it in notepad and you can simply change values and save. For example, change enable-night-spawns from 'false' to 'true'.
-Mob spawn chance. This is the overall rate of custom mobs spawning.
-Maximum number of mobs existing at once. Minecraft's default is 70 but you can override this.
-Sight range. This is how far they can see you, in number of blocks.
-Sense range. Similarly, this is how far away they can feel your presence and know you're there.
-Maximum group size. This up to how many mobs might spawn together in one spot.
With spawn types unchanged, various types of zombies and spiders spawn in place of their basic counterparts. You can change this though, adding any other type of invasion mob and how often they spawn - for example ALL skeletons with some pig engineers. This is easy to set up in the config file.
This material is slowly generated by the nexus when it is active and can be used to craft things such as diamonds or infused swords currently. Armor and more items will come. You can also find glowing remnants on some attackers that you can craft together into rift flux.
Glowing Remnants to Rift Flux
One use is to craft them into diamonds, though it still takes significant effort given the rate of flux generation.
Rift Flux to various items
You could also use them to make one of several useful items, such as the infused sword.
This adds a special on-use effect to a diamond sword. Hitting mobs charges it up, which happens quite quickly. When charged, activation by right-click will instantly heal you for 3 hearts. We've found this item really helps in a pinch and helps keep up with a lot mobs. You can also use it anywhere in minecraft.
A bow with a new feature: You can hold back longer to charge up a fiery arrow that pierces through a number of enemies(if you can line them up) while setting them on fire. Though, against single targets the only real bonus is setting them on fire if you decide to, at the cost of more time to shoot. Without charging all the way, you can shoot an arrow at the normal time for a plain bow to shoot and the arrow will be the same. After that, no more direct damage is gained except a small bonus with the special.
This simple item lets you adjust the nexus range on the cheap. It works in SP and SMP (or use the '/invasion range <x>' command in SMP).
An upgrade of the adjuster, with a rick-click the material probe also lets you measure the strength of any block as far as invasion mobs are concerned. You should be able to see how bonuses stack and what strength values are without checking a spreadsheet. The probe also can recover traps without triggered them, so you can move or store them.
Kind of an empty frame, you can turn these into different kinds of traps. They are always reusable and quite user-friendly, except the one case where you stand on one. The goal of using these is to help keep area control despite being outnumbered, especially in the case of having no buddy to cover your back. You can hear them go off and the rift trap even has an area stun against invasion mobs.
To use one, right-click somewhere on the ground to place it down. After a few seconds it will arm and can be triggered by things walking over it. After the payload is spent, the trap sits there empty. You can pick empty traps up as if they were items (they don't dissapear or lag as they are not items). If you want to remove an untriggered trap, you can use a material probe to safely recover it, otherwise it will drop as an empty trap item if the block underneath is removed.
Flame Trap (folded)
Note that when crafting with buckets, you get the bucket back.
The flame trap, predictably, bursts into a 3x3 fireball when triggered. The fire stays around for a little while like a fire shield, but it tends to block players too.
Rift Trap (folded)
Rift traps are created by charging empty traps in a nexus. At the moment this is the only block that charges them, but other devices could be added (or different traps). These traps usually kill the mob that stands on it, but also does some damage to mobs in an area around it and stuns them for a few seconds. The stun only works on invasion mobs at the moment for technical reasons.
Don't worry too much about the charging interfering with flux generation. They both go on at the same time, the current item in the output slot just blocks the other item, like in a furnace.
Feeding this bone to a wolf you own will bind it to a nexus if it is nearby (several blocks). Your wolf will then respawn at that nexus if it dies. A purple collar indicates the wolf it bound. It also gains some mob attacking behaviour when not sitting.
These items are essentially the fuel for the nexus. It is a one-time cost to activate the nexus, putting it in its generating state. Then, other conditions take over.
- Nexus Catalyst: Activates invasion mode, generating more flux and causing lots of mobs to attack until you are overwhelmed
- Stable Catalyst: Activates continuous mode. Mobs often engage in night attacks. Difficulty and flux generation increases over time if you keep successfully defending.
Recipes create a mixture. Baking the mixture in a furnace produces the final catalyst.
Catalyst Mixture and Nexus Catalyst
Stable Mixture and Stable Catalyst
These items currently help control the nexus in continuous mode
This item prevents the nexus from increasing its power in continuous mode while it is in the slot. It is retrievable.
Strong Damping Agent
The stronger variant actually causes the nexus charge to dissipate quickly in continuous mode. It is, again, removable. If power reaches zero the nexus will deactivate safely.
These are the mobs that will try to kill you. The bulk of the attack forces right now are traditional minecraft mobs, except with all-new behaviour and a purpose behind it. As mentioned, armor is still recommended. I can't give an ETA, but expect the nether to play a part in this, as well as the End. Also expect completely new avenues of attack. Are you sure that's firm ground you're standing on?
- Almost a regular zombie, can claw through blocks and sometimes carries items
- Much more durable than regular zombies and can carry better items. A (broken)sword, for example, gives a large attack boost but they lose the ability to destroy blocks.
- Tar zombies are from swamps and are highly flammable
- Scales walls with ease and is very fast
- In addition to being fast, has amazing jumping ability and can pounce over distances
- Tries to support from range with its bow
--the unnamed siege mob--
- Beefy, boulder-throwing siege mob. Very dangerous when left alone.
- Also has a destructive slam on an 8 second cooldown that can really hurt walls
- His art and exact mechanics are currently being looked at, compared to other mobs being worked on. He's here for now though.
- Attemps to defeat terrain obstacles and prefers not to attack a player
- Places blocks to try and get over moats of fire, lava or just any hazardous obstacle he can manage
- Places ladders to create paths upwards and is the only mob that can tunnel directly upwards
- Each pig engineer has building materials but can run out
- Like in the nether, zombie pigmen are resistant to fire
- Can also destroy blocks after making its way through a fire hazard
Blocks have a certain strength against invasion mobs when it comes to digging through them. These can be different from the hardness of the material when a player tries to mine it, but it does determine how long it takes for a mob to dig through. Some blocks also get certain bonuses. Here are some of the block strengths, and the material probe item can tell you these values in-game.
Stone, cobblestone, stone bricks: 5.5 Max: 8.25
A construction bonus for these stone-based blocks gives them +10% extra strength for every adjacent stone-based block. This means up/down and left/right, but not diagonals(the blocks must be touching).
Netherbrick: 5.5 Max: 8.25 (10% bonus per adjacent netherbrick)
Sandstone: 5.5 Max: 8.25 (10% bonus per adjacent sandstone)
Obsidian: 7.7 Special: 50% chance to deflect projectiles like boulders
There's a config file, 'invasion_config.txt', that gets created in your minecraft folder after running the mod once. This has extra stuff in it that you might need:
-Night spawns (has its own section describing all this)
-Block and item IDs
-Disable crafting items
-Set custom block strengths
4. Downloads and Installation
You will need a version of Forge installed for your current minecraft version. You don't need ModLoader or ModLoaderMp. The old instructions for old Invasion versions are in another section if you need those instead.
Client & Server
As of Minecraft 1.6's resource packs, installation has changed a bit but there is now an installer for Forge. You can just run the installer (it's a jar).
Step 1: Minecraft Forge. Download the recommended build of Forge for your minecraft version here and choose the installer. You can probably run this by double-clicking it. If not, you need to be opening it with Java. What this does is create a new profile in your Minecraft launcher. By selecting profiles you can switch between Forge and vanilla Minecraft easily.
Step 2:Adding the Mod. Put the downloaded Invasion .zip file in the 'mods' folder in your minecraft directory for the client, or whatever folder you are running the server from. Now you're done! If the folder isn't there, either create it or just run Minecraft once.
Remember to backup your important worlds regularly. If you need help locating your minecraft.jar and minecraft install folder, check this amazingly clear guide.
Note: There are some commands to help out. An op can use the command '/invasion end' to turn off a nexus if it's needed. You also can change the nexus range for larger bases with the command '/invasion range [x]' where x is between 32 and 128. This is number of blocks in distance from the nexus that spawn points will be looked for.
Older Versionsof Invasion
Versions/Installation for MC 1.3/1.4/1.5
Here, the install route for Forge is to download the version of Forge that matches the Minecraft version and then extract it into the minecraft.jar. That is, copy the contents of the forge download over into your minecraft.jar. Then you will need to put the mod download .zip file into the 'mods' folder in your minecraft directory.
To install, you should be able to just put it in the 'mods' folder or check a bukkit guide. Failing that, you could extract the 'net' folder into the bukkit jar(though not the cleanest method).
Versions older than 0.9.x and ModloaderMp Support
For all versions 0.9.x and older you will need ModloaderMp instead of Forge. Some old instructions are in these spoiler tags:
Single Player(MC 1.2.5)
Requirement 1: Delete meta-inf. Find your minecraft.jar and delete the META-INF folder before you forget. If you need help locating your minecraft.jar and minecraft install folder, check this amazingly clear guide.
Requirement 2: Modloader. Download Risugami's ModLoader 1.2.5 on this page if you don't already have it. Install it by extracting(copying) its contents into your minecraft.jar file. You can do this with drag and drop between two windows.
Requirement 3: ModloaderMp. Download ModLoaderMp Client 1.2.5 here. This is required no matter what, even if you only play single player. Install this the same way, by extracting it into your minecraft.jar and overwriting.
Now to install this mod:
1. Open the download and, like with ModLoader, extract the contents of it into your minecraft.jar. There should be an 'invmod' folder and a mod_Invasion.class that go straight into the minecraft jar. Now you're done!
Server for SMP
Requirement 1. Download SDK's ModLoaderMp Server 1.2.5 on the page here. Extract this into your minecraft server.jar.
1. Extract the contents of the download into your minecraft server.jar. Done.
For all client versions 0.8 and older, installing requires slightly more work. You need to copy the contents of the folder "invasion mod client' into the jar, then take the other folder, 'invsound', and put that into '.minecraft/resources/newsound/'
To install, go to either the 'client' or 'server' folder and drag the contents (1 class file) into either your minecraft.jar or minecraft_server.jar, respectively. There is a readme anyway.
5. Problems and Help
Here are some common problems and what you can do about them. If your problem isn't here or need further help, make sure to provide as much detail as you can and any error logs that show up.
1. The nexus interface doesn't open when I right-click
This happens to ModloaderMp versions of the mod when ModloaderMp conflicts with Forge.
2. My nexus doesn't spawn mobs!
This is probably because the nexus is having trouble finding decent spawn points for your terrain or that the points it did find are causing the mobs to take a very long time to get to you. The maximum vertical range is now roughly +/- 130 blocks which covers even really extreme cases.
In either case, try adjusting the nexus range as per the nexus guide section - use the nexus adjuster item for example. For example, if you are on top of a tall hill and 60 blocks is too far out 'in the air', try 45 blocks or even 32 blocks. Remember it tries to find points close to the height of your nexus where possible.
3. It crashes when I craft something in SMP
You need to have Invasion Mod installed on both server and client - preferably matching major version numbers of the most recent, for example, client 0.8.1 and server 0.8.0. Other combinations can have weird results.
4. Minecraft crashes before it loads to the title screen!
You might have a mod incompatibility or have run out of sprite indexes (lots of mods installed). Also, the sound folder not being installed will not stop minecraft from starting. It will simply warn you in-game. Very soon you will be able to ignore/disable the warning, to help those who have the "sound bug" or just plain feel like it.
Trying to run just Invasion Mod? This is, almost certainly, an incorrect installation. Don't feel bad, missing any small detail will cause this. Things that might have gone wrong:
- Forge or Modloader not installed properly.
- Wrong Minecraft jar, Forge version, ModLoader version. They all need to be the appropriate version for the minecraft jar. For example, all for MC1.1 or all MC1.2.3 (in most cases the versioning is strict).
- Might be an older conflict in minecraft.jar left over from previous mods. You can always re-download a fresh minecraft jar with the launcher.
- Not having the correct minecraft_server.jar for SMP. (get it from minecraft.net)
For ModLoaderMp versions:
- No ModLoaderMp added or the wrong version.
- Copied the whole 'invasion mod client' folder into the jar. Just copy the contents of it.
- Didn't copy the 'inv' folder as well as the .class files.
- Installing ModLoader to the server jar. Only install ModLoaderMp for the server.
update Feature stuff
Priority New Stuff
- More new mobs with new roles
- Continue adding capability to deal with more advanced defenses/weird terrain
Features Planned or Being Continued
- Significant scoring/progression measurements and rewards
- Ways to benefit from different blocks and special blocks/tools
- More items and recipes
- Support for pets and other summons/friendlies
- Aesthetics to enhance atmosphere, for example changing environmental effects
- Different flavours of defending for different environments. Example: Start of survival mode. Can you balance the concerns of building up from scratch with stronger and stronger attacks?
Things being worked on (reasons why this is beta and how your input is valuable!) - New mobs
- Improving pacing
- Tweaking behaviour to get intended result
- Fixing edge-cases - ie weird pathfinding and behaviour situations
- Reducing use of sprite indexes
- Adding more sounds and other art
"Can I use your mod in a modpack?"
I get this question a lot. Short answer: Yes! As long as you are not selling anything or commercialising the mod then you are free to distribute it in a modpack.
7. Caveats/Other Info
This is a work in progress, beta, etc. I will list some things here that might help. There are some other things that just haven't made it into the scope yet.
- Any problems while in-game, I would love to get some kind of description of the circumstances.
- You may have trouble item editing flux. This is because it uses item damage for the future.
- Spawning mechanics. The spawner will try and find enough valid spawn points around the nexus at a decent range out. The default is currently around 56 blocks, plus or minus tolerance out/in upwards/downwards (BIG tolerance up/down). If you are having issues, keep this in mind. You can change the range in-game.
- Sometimes pathfinding/destruction works in funny ways. There are no doubt ways of building that completely defeats mobs. Tell me! This is what the mod is for - to try and make good competition.
- Sky bases. Right now I expect a floating base or significant air space around a nexus will just break the mod, in that the mobs don't have all the tools they need to physically get there. This situation was known from day 1. Don't worry; we have plans. Mobs are good at dealing with solid blocks though, including underground.
Finally, so you know who else works on this, credit to:
Lieu, for design, code and art/modelling/sounds/etc
Elsee, for some design and working on some art/modelling/sounds/etc
The legal tag I have to provide:
This mod is all our own work, copyright. You may use it for any personal use whatsoever. You may use any information about this mod, screenshots, gameplay, etc in any way you want. You may not sell this mod or anything relating to this mod and you may not make any money from the mod's download. This post is the only official download source right now. If you want to bundle this mod with others or have changes you'd like to share, simply ask for permission.</x>
this is pretty awesome i whill look where this mod goes to
Private Mod Note
Rollback Post to RevisionRollBack
95% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 5% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
This is an amazing sounding mod. Good job making it, and I hope people like it. I for one have been waiting for a mod like this forever, so you can count on me using it when I get a new pc that can run minecraft.
FANTASTIC mod, although I have a lot of trouble defending even at wave 3-4. I know some of this is that I am not nearly as good at mass-combat as some people. IS there a way you could add options? perhaps a difficulty level? Also, a few things..:
mobs keep spawning about 50-75 blocks away from my nexus and just sitting there o.O
there should be some sort of "ally" function, otherwise it is extremely difficult SSP, although lots of fun SMP.
FANTASTIC mod, although I have a lot of trouble defending even at wave 3-4. I know some of this is that I am not nearly as good at mass-combat as some people. IS there a way you could add options? perhaps a difficulty level?
Yes, absolutely. This is a high priority and we really want a good difficulty curve.
I know I should test this mod before replying, but I'm at work ATM...
What I've seen so far looks very nice. Sort of like (dare I mention it?) Halo's Firefight modes. I do have a question or two about it, though, before I get into it.
First, is there an "off" switch or method? Maybe I just can't read correctly; I see you can start the Nexus with a catalyst, at which point it gets locked in an "on" state. But does it run out of power/catalyst, or does it just keep throwing wave after wave of monsters at me? An off switch or a loss of power would allow someone to rebuild or restock on food if needed.
Secondly, will the monsters always take the easiest route to the player? I kind of hope not, because otherwise someone could abuse this as a monster farmer (I've probably said too much; giving people ideas).
Anyways, it looks fairly promising, and I do hope to be able to test it out when I get home later. Good luck!