Total Conversions: ZombieCraft - COD Zombies in Minecraft - Patching from MC 1.1.0 [SSP]
Weather/Particle Mods: Destructive Tornadoes - A New Storm System! - MC 1.1.0 [SSP] Particle Man - Wield fire particles, kill stuff BioShock style! - MC 1.1.0 [SSP]
Core AI Entity Changes: Zombie Awareness - Pathfinding + Smell/Sound Senses for Hostiles - MC 1.1.0 [SSP] Pets - Tame anything in Minecraft, give orders - MC 1.1.0 [SSP] Nightmare Mode - Find a new challenge in the game - MC 1.1.0 [SSP] Miner Zombie - Zombie tries to dig until he gets to you - MC b1.8.1 [SSP]
Convenience Mods: MovePlus - Dodging/Double Jumping - MC 1.1.0 [SSP/SMP] Auto Farmer Speed up Farming tedium - MC 1.1.0 [SSP/SMP] Auto Enchanter Cycles enchantments till minimum is found - MC 1.1.0 [SSP/SMP]
Performance/Misc Fixes: Smooth Rain - Removes FPS loss during rain - MC b1.8.1 [SSP] F8 Smooth Cam + Creative Mode Toggle - Brings back old features - MC b1.8.1 [SSP/SMP] Menu FPS Fix - Fixes Game Menus CPU overkill - MC b1.8.1 [SSP/SMP]
Download: v0.1 [Vanilla MC Server b1.8.1]: Adcraft - Adfly
Features:
* Enables pathfinding and Blood Scent Awareness on hostiles except endermen
* Each time a player loses health, an invisible scent is dropped that entities use as a point they can pathfind to
* Scents can be noticed from a range of 64 blocks, but lowers as the scent decays
* Hostiles use the usual 16 block awareness range, and pursue you until they can't see you for a full 30 seconds
Gameplay difference results:
* When you get hurt, staying in the area brings great risk in getting attacked by more hostiles that could smell the blood
* Always watch your back, something may know how to get to you
Future:
* Bukkit compatible version
* ModLoaderMP compatible version
* Configuration, rest of features from SSP Zombie Awareness
* Scent strengths that depend on how much health was lost, removing scent spawning from just half a heart loss
* Optional client side mod to enhance experience (blood visuals) maybe
Requires:
- MC Server 1.8.1
Destructive Tornadoes v0.4 - [SSP MC 1.1.0] - A New Storm System!
Latest Download: Tornadoes v0.4 for MC 1.1.0: My Site | Adf.ly
New Block Grab system based on strength and effectiveness against an axe, perfect for mod blocks, to use block id based grabbing set 'blockStrengthGrabbing' to false
support for up to 4000 particles!!!!!! WAY BETTER than the limit of 1500 for 1.7.3, notchs code has improved the rendering
Completely redid how it manages storms, 6 storm stages now
stage 1, normal rain: water spouts can spawn over water, they have a very small ent grab range and DO NOT GRAB BLOCKS, they die when they hit land, they are neat and mostly harmless, though avoid them with your boat
stage 2, thunderstorm, a weak tornado can spawn
stage 3-5(?), gets darker as stages progress, lightning becomes more intense, as well as BIGGER tornadoes spawning
stage 6, may or may not produce a hurricane, they really need their own rules for spawning though, as they can spawn over land right now
So many performance checks to prevent the tornado from killing your game, improved performance when colliding with a solid/destroyable building
Block ids configurable
Sky brightness varies depending on storm stage
Tornadoes slow down when met with something solid it's taking a while to destroy
1. Requires ModLoader: http://www.minecraft...t/topic/75440-/
2. Extract the zip. In the zip, copy the contents of the folder into your %appdata%\.minecraft folder
3. Create the Tornado Item from the top recipe in the picture inside zip file
4. Extra configuration is possible, mod_EntMover.cfg inside %appdata%\.minecraft\config
Particle Man v1.2 - [SSP MC 1.1] - Wield fire particles, kill stuff BioShock style!
Latest Update:
Download: Particle Man v1.2 [SSP MC 1.1]: My Site | Adf.ly
MC 1.0:
Download: Particle Man v1.2 [SSP MC 1.0]: Adf.ly | AdCraft
New in 1.2:
- Introducing the Particle Sentry! grabs fire like you can, needs coal and nearby torches, or you can feed it fire yourself using particle man powers, toggleable between regular mode and a sentry mode that shoots the fire particles at nearby enemies
- Put multiple ones near eachother and create a firewall perimeter defense.
- Configurable block ID (default 160) in .minecraft/config/mod_ParticleMan.cfg
Download: Particle Man v1.2 [SSP MC b1.8.1]: AdCraft
New in 1.1:
- Fire Particles burn trees now
- Fire Particles collide with stuff now
- Fire Particles stop arrows
- Adjusted where the particles gather to be more towards your hand
- Slightly modified particle gathering/circling code
Features:
- Pull and control fire while holding right click with nothing in your hand
- While controlling the fire, it burns and hurts entities
- Once you let go, it shoots the fire where you're aiming, you can regrab it too
- Drains your stamina as you pull more from the torches for good balence.
To Install: Put zip file into .minecraft/mods/ folder
Smooth Rain v1.0 - [SSP/SMP MC b1.8.1] - Removes the FPS loss when raining
Latest Update:
Download: Smooth Rain v1.0 [SSP/SMP MC b1.8.1]: AdCraft
Features:
- Nearly removes all FPS loss due to rain, recommended for those who notice a loss of FPS when it's raining
- Replaces the existing rain rendering with one made of particles
- ignore the config file, not used yet
Example:
My video card: Nvidia GeForce 210, $30 card
Using original Minecraft rain: 37 FPS
Using my particle enhanced rain: 65 FPS
See below for proof:
To Install: Put zip file into .minecraft/mods/ folder
* Compatible with optifine (incase you like my rain improvement better)
Menu FPS Fix - [SSP/SMP MC b1.8.1] - Fixes Game Menus CPU overkill
Latest Update:
Download: Menu FPS Fix v1.0 [SSP/SMP MC b1.8.1]: AdCraft
Features:
- Contains 2 files, each an optional separate fix:
- sf.class (GuiMainMenu) - Disables the panoramic world view in the background, restores old 1.7.3 background
- qr.class (GuiScreen) - Stops Minecraft from trying to render as fast as possible, eg: instead of 100% cpu and 600 fps, you get 20% cpu and 90 fps, EVEN WHEN PAUSED INGAME! (great for multi-monitors when paused and using other screen)
MovePlus v2.1 - [SSP/SMP MC 1.1.0] - Adds double jumping, dodges, dodge jumping, wall jumping, and more
Latest Update:
Latest Download: MovePlus v2.1 [SSP/SMP MC 1.1.0]: My Site | Adf.ly
Older versions:
Download: MovePlus v2.1 [SSP/SMP MC 1.0.0]: Adf.ly | AdCraft
MovePlus Mini for MC b1.9 PR 4, standalone install, no ModLoader required
Download: MovePlus Mini [SSP/SMP MC b1.9 PR4]: AdCraft
MovePlus Mini for MC b1.9 PR 3, standalone install, no ModLoader required
Download: MovePlus Mini [SSP/SMP MC b1.9 PR3]: AdCraft
* put zip contents into minecraft.jar, delete META-INF
* unlike previous MovePlus Mini versions, this one has speed mining and configuration in config/mod_MovePlus.cfg
* Pressing M displays your coordinates at the top left of your screen, and if you die, it displays your death coordinates
* Mini version does not have:
- SMP fall damage (all the obfuscated packets look the damn same >_<)
- achievements (big whoop)
MovePlus for MC b1.8.1 official release - Needs ModLoader!!
Download: MovePlus v2.1 [SSP/SMP MC b1.8]: AdCraft - Adfly
* ModLoader config option re-enabled
* Fixed the shift button causing no fall "bug"
MovePlus Mini for MC b1.8 PR 2, standalone install, no ModLoader required
Download: MovePlus v2.1 [SSP/SMP MC b1.8 PR2]: AdCraft - Adfly
MovePlus Mini for MC b1.8 PR, standalone install, no ModLoader required
* put zip contents into minecraft.jar, delete META-INF
* Mini version does not have:
- SMP fall damage (all the obfuscated packets look the damn same >_<)
- SSP speed mining
- achievements (big whoop)
- configuration
MovePlus Modloader v4/v5 compatible v1.3 Single file download for MC b1.3_01: <!-- m -->http://bit.ly/eyiqlU<!-- m -->
MovePlus v1.3 Single file download for MC b1.3_01: <!-- m -->http://bit.ly/hHVSB3<!-- m -->
MovePlus v1.2 Single file download for MC b1.2_02: <!-- m -->http://bit.ly/eTLBqv<!-- m -->
How to Use:
- Double tap in any direction to dodge, same for wall dodges, but you must be near a wall
- Press spacebar again while in air to double jump
- To boost dodge, its like a dodge, except you jump between the double tap for the dodge, eg: do "a<space>a" really fast while against a wall.
How to Install:
Spoiler
Installation Option 1: Copy the zip file itself into .minecraft/mods folder, ModLoader will take care of the rest.
Installation Option 2: Copy the contents of the zip into your minecraft.jar, delete META-INF folder
F8 Smooth Cam + Creative Mode Toggle v1.0 - [SSP/SMP MC b1.8] - re-enables smooth cam key removed in 1.8, as well as F7 for creative mode toggle
* Don't use Creative mode toggle on servers, it of course doesn't work and you will have to reconnect to fix a weird desync.
* F7 and F8 Keys are configurable using %appdata%/.minecraft/config/mod_Cam.cfg
* Issue with Premium maps saying you have to pay has been perminently fixed with a new ZombieCraft update (2.21), game no longer calls home to verify if it can play a map.
Problems with downloads? Try my More Links section! Now with more links!
Videos / Screenshots
Info/About:
Spoiler
It's ZombieCraft, the Nazi Zombies COD game adapted to Minecraft! A Collaboration created by myself, Pixelkids, Kane and MD65
- I have removed the premium map check, enjoy the freeness!
- The Original forum posts containing most of the feature list doesnt seem to be accessable, so I'll have to rewrite it or regain access to that somehow, google information on it or watch the video for more info.
How to Install/Use ZombieCraft Map Editor:
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1. Extract the contents of the zip into %appdata%\.minecraft
2. simply run ZombieCraft_Editor.jar for windows, or open with Java Platform, from anywhere! Or in command line: java -jar ZombieCraft_Editor.jar
3. To use the demo map, run it like any other map with the ZombieCraft main menu option, this extracts the state of the map into zctemp for constant (unresettable) editing
4. Exit the level, and click 'create a map' in the main menu, this is where _YOU MUST_ go for editing your map, running the map from the ZombieCraft menu option _OVERRIDES_ the files in zctemp, SO BE CAREFULL!!
5. When you need to test destructable stuff (barriers, barricades), or are just finished your map, go into %appdata%\.minecraft\zctemp\yourmap\ and use winrar to create a zip file of your _map folder contents_, you can also add a file called 'map.txt' with 3 lines of text for the short map description.
6. Take that zip and put it into %appdata%\.minecraft\zcmaps\ , now you can test the map with easy resetting of the map state, to go back to editing, simply run the map without playing it just so it extracts a fresh unplayed copy, then go back to create a map and open it that way
7. ZombieCraft Map Editor does not interfere normal ZombieCraft or even with your regular minecraft game!
1. Extract ZombieCraftLaunch.jar from the zip, you can put it anywhere.
2. simply run ZombieCraftLaunch.jar for windows, or open with Java Platform, from anywhere! Or in command line: java -jar ZombieCraftLaunch.jar
3. For 3 extra maps: put the _contents_ of 'ZC Extra Maps.zip' into %appdata%\.minecraft\zcmaps
4. ZombieCraft does not interfere with your regular minecraft game!
Zombie Awareness 1.2 - [SSP MC 1.1.0] - Gives entities pathfinding, and a sense of smell and sound
Latest Download: Zombie Awareness 1.2 for MC 1.1.0: My Site | Adfly
Download: Zombie Awareness 1.2 for MC 1.0.0: AdCraft
This mod changes the following core classes (1.7.3 names): ii.class - EntityCreature - Minecrafts "AI" class, where all my hooks and overrides are added, without it, none of this would be possible yo.class - SoundManager - Modified AudioMod version of SoundManager, implements THE STUTTER fix, and a sound hook for Zombie Awareness sound trace spawning fw.class - Pathfinder - Fixed pathfinding issues on fences, pressure plates, etc. Added feature for a 'found end of path' flag dh.class - PathEntity - Added support for feature 'found end of path' flag
New in 1.2:
Pathfinding multithread support improved, even smoother.
Path smoothing! Diagonal pathfinding movement, no more jittery back and fourth action
Support for pathfinding up ladders (used by Pets and NM Mode feature)
Random bug fixes
Here's why you should always secure a safe escape route when mining deep in caves, be carefull, they might hear you...
More Screenshots
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Ewww, blood!
Info/About:
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Summary:
What used to be Pathing Activated, evolved into this mod, in addition to allowing all entities to pathfind properly to their targets/destinations, hostile monsters have been given the ability to smell blood that the player and animals spill, and even hear the players activities depending on how loud and frequent it is. If they sense it, they will find you.
Mining in caves has a whole new challenge to it with this, be carefull not to get cornered when busy making all that noise mining those much needed materials, always plan an escape route.
This mod also allows me to plug Pets mod and Nightmare Mode into it, to take advantage of the activated pathfinding and override entity behavior.
Full Feature List:
Optional extra senses, as well as a mob blacklist, I hate skeletons
Scent Awareness:
Blood renders on the ground and fades away slowly.
When Blood scents are dropped, they slowly decay in strength until gone, causing hostiles to pathfind to the stronger scents, where you might be.
When the player is hurt, he spills blood onto the ground.
When the player is below 60% health, he bleeds every 30 seconds leaving a fresh scent, so be sure to keep healthy. (visual indicator coming soon)
For distractions, you can kill an animal which spills blood on death, giving you a better chance to get away to safety or to clear an opening to a cave.
Scent usage and strength is customizable, strength defaults at 75% of a 64 block radius. (48 blocks)
Sound Awareness:
When pretty much anything near the player makes a sound, there is a chance that a hostile within about 16 blocks might hear it.
Sounds traces are amplified and are heard from farther away if they are very frequent. So a lot of arrows landing or fighting off a lot of monsters will attract company fairly soon, better relocate.
Sound usage and strength is customizable, strength defaults at 30% of a 64 block radius. (19 blocks)
Sight Enhancement:
Customizable sight awareness range.
Option for X-Ray Sight targeting.
Option to have hostiles lose their target based on range and line of sight, or to never loses target.
Option for Omnipotent auto player targeting.
Activated Pathfinding:
Pathfinding is better than what you saw from the wolves, fixed so all entities follow their paths tighter.
Entities follow their path unless within 3.5 blocks of their target and has line of sight.
Removed random target breaking code that is originally in EntityCreature class.
Customizable Pathfinding range, optimized for 64 block radius, gives no performance hitches on my Core2 E8400@3GHz, 128 is easily playable, but a little stuttery.
If sight range or auto targeting is beyond the pathfinding range, the hostile will not waste cpu on pathing and instead move directly towards the target until within the activated pathfind range.
1. open %AppData%\Roaming\.minecraft\bin\minecraft.jar with winrar
2. Drag all the files from the contents of the 'put in minecraft.jar' folder into winrar.
3. Delete the META-INF folder from minecraft.jar within winrar
Pets 3.1 - [SSP MC 1.1.0] - Tame anything in the Minecraft world
Latest Download: Pets 3.1 for MC 1.1.0: My Site | AdCraft
Code completely redone for improved mod compatibility and organization, now its own mod.
Now fully supports use of pathfinding on your Pets, they never get lost.
Pets on follow orders that are too far will teleport to you like wolves do.
Redid the GUI for orders into a menu, much easier to use
Added a colored indicator below the pets health bars, the bigger left bar is orders, and the smaller right bar is state,
-------- Order / State
- Green: Follow / Idle
- Blue: Guard Area / Moving to area
- Yellow: Hold position / <No yellow state>
- Red: Wander / Attacking
Added optional kill counter on pets.
Left click self stacking works again when the stack order is selected.
Stacking pets ontop of eachother no longer suffocate the riders in low ceiling areas
Pet skeleton arrow fixes:
- Arrows can pass through player/pets freely, so 5 stacked skeletons all shoot arrows properly forward now.
- Arrows stay on the ground for 1/4 the length, less spam.
Can be healed with left click when holding healing item, or auto healed
Can be stacked/mounted onto each other
Pets use pathfinding for navigation
Will follow orders
Domination Rod orders on right click (use configurable Q and E keys to cycle orders):
Follow player
Stay still
Idle/Wander
Guard area
Guard entity, click guarder, then ent to guard
Mount entity, click mounter, then ent to mount
Pets within a range of 60 blocks attack target
Enhanced Pets get (all configurable):
More health
Faster movement
More damage
Skeletons get configured cooldown, range change, accuracy change
Debug Keys:
NUMPAD3: Change to night key (if enabled in options)
NUMPAD4: Show all healthbars
NUMPAD5: Default force pet stay near key, configurable
NUMPAD6: Change to day key (if enabled in options)
NUMPAD7: Displays the number of alive hostile entities in the world for a second.
NUMPAD8: Default set pet follow distance to the near value (key and value configurable)
NUMPAD9: Default set pet follow distance to the far value (key and value configurable)
Compatibilities, works for:
Most of the entity mods, especially Humans+, Mo' creatures, Neko, etc
SDK's mods integrated, install his first, then mine
Humans+ Pirates have inventories you can use.
Issues with:
Mo' creatures horses don't follow orders
Wraiths don't follow well, flame wraiths burn you
max Animals > 50 + birds = bad
Pets/NM Mode 2.1 Demonstration
How to make the Rods:
Regular Domination Rod (8 charges)
Enhanced Domination Rod (20 charges, enhances pets)
How to Install:
Spoiler
1. open %AppData%\Roaming\.minecraft\bin\minecraft.jar with winrar or 7zip
2. Drag all the files from the contents of the 'put in minecraft.jar' folder into winrar.
3. Delete the META-INF folder from minecraft.jar within winrar
Nightmare Mode 2.6 - [SSP MC 1.1.0] - Increase entity awareness and deadlyness even more
Latest Download: Nightmare Mode 2.6 for MC 1.1.0: My Site | Adfly
Download: Nightmare Mode 2.6 for MC 1.0.0: AdCraft
Compatible With:
- Risus Mob Spawner GUI, plugs in perfectly now
This mod changes the following core classes: (Optional, but use ALL or NONE of these files) cv.class - TileEntityMobSpawner - Based on Risus file, adds NM Mode enhanced features, as well as intelligent activation based on wether or not the block can pathfind to you, or within 16 blocks.
New in 2.6:
NEW OPTION: Hostils _pathfind_ up ladders, default on
Readded missing mob spawner code
Verified perfect compatibility with Risu's mob spawner GUI
Other minor improvements
Latest Download: Nightmare Mode 2.6 for MC b1.8.1: AdCraft
Info/About:
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Fully configurable feature list:
Change the max spawn amounts for hostiles, animals, or water creatures.
Monsters, except creepers, can attack other animals.
Monsters can be immune to fire.
Monsters can spread fire between eachother.
Monsters can hurl each other upwards to get higher when close together.
Monsters have up to an unlimited scan range for targeting you. - Moved to Zombie Awareness
Creepers can auto explode if stuck.
Regular damage cooldown can be disabled, this one gives the player an advantage, spam arrows and with at everything!
Monsters can ignore line of sight - Moved to Zombie Awareness
Integrated Risugamis Spawner GUI mod into the mod, use this instead of his if you need it.
MobSpawner options, faster spawn rate, spawn area range, activation range, activate if they are able to pathfind to you within the set spawner act distance, or if within 16 blocks.
Option for unlimited entity render distance.
New in 2.5:
Re-organized GUIAPI menu.
turned the fire immune option into a comma separated list of entities.
Integrated Risugamis Spawner GUI mod into the mod, use this instead of his if you need it.
Mob Spawners now activate if they are able to pathfind to you within the set spawner act distance, or if within 16 blocks.
1. open %AppData%\Roaming\.minecraft\bin\minecraft.jar with winrar or 7zip
2. Drag all the files from the contents of the 'put in minecraft.jar' folder into winrar.
3. Delete the META-INF folder from minecraft.jar within winrar
Miner Zombie 1.0 [SSP MC b1.8.1]
Latest Download: Miner Zombie 1.0 for MC b1.8.1: AdCraft
While in Enchanting GUI, hit K to enable, and - or + near backspace key to increase or decrease minimum enchanting level needed, click on item to make it start cycling, hit K again to stop it if you need.
Configurable Activator key: K (default), change in .minecraft/config/mod_AutoEnchanter.cfg
Configurable delay key, default 5ms (increase this if you get kicked from servers)
Tested to work on both SSP and SMP
Auto Farmer v1.4 - [SSP/SMP MC 1.1.0] - Automatically harvests/plants crops and wheat intellgently, even online!
Latest Download: AutoFarmer 1.4 for MC 1.1.0: My Site | Adfly
Fixed bonemeal usage not removing the item properly in SSP
Added mushroom support
Info/About:
Spoiler
It emulates the functions you use when manually doing these activities, so it works online, if you have any problems getting kicked from servers due to too many harvesting/planting happening at a time, let me know and I'll tweak the frequency of the planting, or add an option to change it.
Feature List:
Added bonemeal support for instant results, all you need are bones and you've almost got wheat!
2 auto farming features:
- Auto Harvesting: When standing on level ground, will harvest any crops that are fully mature, as well as any reeds (except the bottom most piece), will harvest tallgrass too.
- Auto planting: When standing on level ground AND with seeds in your hand, will auto plant seeds on any tilled land in the area
Both features have a ~4 block radius.
Added A key that toggles harvesting on and off, default 'H' (configurable)
Added A key that toggles planting on and off, default 'J' (configurable)
Installation Option 1: Copy the zip file itself into .minecraft/mods folder, ModLoader will take care of the rest.
Installation Option 2: Copy the contents of the zip into your minecraft.jar, delete META-INF folder
Older Stuff
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Entity API v0.21
I've been noticing more and more people needing functionality out of entities that is a hassle to achieve, mostly with movement and targeting when outside of the standard 16 block awareness range, so as a start, I've extracted the code I use for making entities move around without the need for setting the pathfinding information.
Only 1 function right now, but it's really handy, unlimited follow range!
*Works with MCP, but requires that you add the mappings next to the dl you grab to the top of 'minecraft.rgs'
*Requires Modloader!
Download v0.21 for MC 1.3_01 <!-- m -->http://pastebin.com/UgNSMAyk<!-- m -->
Download v0.2 for MC 1.2_02 <!-- m -->http://pastebin.com/jwP1V2XR<!-- m -->
Current Methods: public static void moveToEnt(ig thisEnt, ig targEnt, float minDistance, boolean onlyWhenIdle)
thisEnt = entity to move
targEnt = entity to move to
minDistance = follows targEnt until this close (in blocks)
onlyWhenIdle = moves thisEnt to targEnt when thisEnt is not attacking/performing idle movement, but will prevent doing any of this movement once it's started to move
Example of usage:
//Put this code in your Entities onLivingUpdate* function, not updateTick apparently
obf example:
public void m() {
//if no target or target is already player
if (this.d == null || this.d instanceof eu) {
mod_EntAPI.moveToEnt(this, mod_EntAPI.player, 8.0F, true);
}
super.m();
}
MCP example:
public void onLivingUpdate ()
{
if ((this.playerToAttack == null) || (this.playerToAttack instanceof EntityPlayer)) {
mod_EntAPI.moveToEnt(this, mod_EntAPI.player, 8.0F, true);
}
super.onLivingUpdate();
}
More Links
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If you have issues with adcraft or adf.ly, I will provide alternate download links here:
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Any support would be appreciated greatly.
If you like my mods and want to help me out, please do donate
Wow. That is just PRO. PRO SKILLS. This would totally negate MOST of creeper sneak attacks unless they jump on top of you. Its would be like: -walking...walking- and then suddenly you hear -CREEPER GETTING HURT- and you go and then you go when the creeper dies. EPIC.