You're going to have to put in a little detail if you want it fixed.
Corosus, I think you put in the wrong texture pack for Zombiecraft in the new download. Looks like an older version from before the textures had to be individual instead of in one file.
Yup, the texture pack is in the terrain.png format. I'm just usin' the unstitcher for now.
Glad to hear your focusing on Zombiecraft again. I love that mod.
Yeah I think you're right @ wrong texturepack, its all reverted, ill fix that in a little bit, just noticed while preparing to setup a semi-private tropiserver on our new vps
Just fixed some bugs in config mod, i apparently failed to test it for dedicated servers, seems to work now, also removed accidental Hostile Worlds dependancy in it.
I ninja uploaded new zip files for zombiecraft, weather mod and hostile worlds, just to update the configmod zip.
Also apparently my ninja reupload broke config mod for singleplayer, just did another ninja re-re-upload and it seems to work both singleplayer and on dedicated server now, woo.
Also I guess I unstitched the wrong texturepack for zombiecraft back when mc 1.5 came out, I'll have to go back and redo that with the right old texturepack >_>
Also apparently my ninja reupload broke config mod for singleplayer, just did another ninja re-re-upload and it seems to work both singleplayer and on dedicated server now, woo.
Also I guess I unstitched the wrong texturepack for zombiecraft back when mc 1.5 came out, I'll have to go back and redo that with the right old texturepack >_>
Coros, is there a way to adjust how dense the tornado particles are? The small tornadoes look fine, but the larger ones have many holes as if there isn't enough "cloud" particles generated.
This mod is brilliant! Only thing is that I don't know how to get the different storm stages to display and also how to spawn a specific strength of tornado. Could anyone help me with this?
If I remember correctly, the way to spawn the desired tornado is
/wm spawn tornado [stage]
Is it possible you can make a separate mod with improved default mob AIs? I'd love zombies from Hostile Worlds, but the only modifying the original ones
Is it possible you can make a separate mod with improved default mob AIs? I'd love zombies from Hostile Worlds, but the only modifying the original ones
Heh, some others have expressed similar desires, you mean like, zombies that naturally spawn that can dig? Once I get around to actually adding more naturally spawning monsters, I hope to have a type that can dig weaker blocks by default be spawned, I could probably toss in configs to allow it to dig stronger stuff too. So yeah it's more or less planned, just a matter of when.....
Also yay looks like my site is down due to my host getting DDOS'd or something. Hope that resolves soon.
Can you add hail and different storm systems some may produce tornadoes some may produce hail as well maybe costal areas gethurricanes and tropical storms please add new lightning colors. Love your mod
Mmmmm, melting my brain with serious doses of tropiserver, been playing non stop all week, FTB like mods + all my hostile mods, lots of playtesting data to make use of.
Also siren works fine on dedicated server, don't know why you guys have issues with it.
One things for sure, my stuff is pretty damn stable on dedicated servers. However there are a lot of things bugging me about hostile worlds, finally pulling myself away from the server to do some feature improvement dev, first things first: derpy hostile worlds invader ai.
Particle Man on SMP is annoying me in a few ways too, I need to fix the position desyncs that are making it look like particles are endlessly moving to you and warping back. Also, after rigorous use of the particles, my observasions on each particle type:
Redstone: Amazingly awesome, possibly too good, might reduce knockback or prevent it from layering it
Water: so very useless unless theres a fire to deal with I guess
Fire: Since 1.5, does more harm than good thanks to zombies burning you back, going to add a little knockback + very short term fire damage + more base damage
Particle Man design improvements: It's been suggested that I make water particles able to propel the player in some ways, not unlike the FLUDD in mario sunshine. Frankly I love the idea, would be a good crowd control particle. So heres what I've thought of so far for design:
- A new internal storage for particle types, so you can save them up for immidiate use later
- With above design change, one would be able to store up water, and shoot it at their feet to propel themselves to places, would still eat up hunger bar to balence it out, unless I get comfy with the ic2 api and make ic2 power sources an option
- Storing fire and redstone would make it a less of a pain to move around while you have stuff gathered up, could maybe deploy a shield and reabsorb it into your internal storage when not needed.
Going to spend today fixing invader AI close combat and maybe starting in on the particle man design changes.
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I'm trying to go through and make different skins for all my mobs, but I can't seem to find why the zombies aren't taking to the skin, Is it your mod, how can I find where to change them for your mod?
Corosus, can you please add ability for to break doors via hostile worlds or zombie awareness on any difficulty not only for miner?
And about Zombie Awareness why you deleted ability to damage animals to attract zombies?
Can you add super cells capable of producing hail new types of tornado formation , new lightning formations and colors as well as dust devils and tropical storms and hurricanes that can spawn tornados . This is just a request please consider it love your mod
Yup, the texture pack is in the terrain.png format. I'm just usin' the unstitcher for now.
Glad to hear your focusing on Zombiecraft again. I love that mod.
Just fixed some bugs in config mod, i apparently failed to test it for dedicated servers, seems to work now, also removed accidental Hostile Worlds dependancy in it.
I ninja uploaded new zip files for zombiecraft, weather mod and hostile worlds, just to update the configmod zip.
Into the cellar! There's a ternader a'comin!
Zombiecraft Maps!
Also apparently my ninja reupload broke config mod for singleplayer, just did another ninja re-re-upload and it seems to work both singleplayer and on dedicated server now, woo.
Also I guess I unstitched the wrong texturepack for zombiecraft back when mc 1.5 came out, I'll have to go back and redo that with the right old texturepack >_>
Into the cellar! There's a ternader a'comin!
/wm spawn tornado [stage]
Ex: /wm spawn tornado 1 spawns a stage 1 tornado.
Heh, some others have expressed similar desires, you mean like, zombies that naturally spawn that can dig? Once I get around to actually adding more naturally spawning monsters, I hope to have a type that can dig weaker blocks by default be spawned, I could probably toss in configs to allow it to dig stronger stuff too. So yeah it's more or less planned, just a matter of when.....
Also yay looks like my site is down due to my host getting DDOS'd or something. Hope that resolves soon.
Into the cellar! There's a ternader a'comin!
Edit: Never mind found it. You really need to make the download more visible for dumbs like me.
Also siren works fine on dedicated server, don't know why you guys have issues with it.
One things for sure, my stuff is pretty damn stable on dedicated servers. However there are a lot of things bugging me about hostile worlds, finally pulling myself away from the server to do some feature improvement dev, first things first: derpy hostile worlds invader ai.
Particle Man on SMP is annoying me in a few ways too, I need to fix the position desyncs that are making it look like particles are endlessly moving to you and warping back. Also, after rigorous use of the particles, my observasions on each particle type:
Redstone: Amazingly awesome, possibly too good, might reduce knockback or prevent it from layering it
Water: so very useless unless theres a fire to deal with I guess
Fire: Since 1.5, does more harm than good thanks to zombies burning you back, going to add a little knockback + very short term fire damage + more base damage
Particle Man design improvements: It's been suggested that I make water particles able to propel the player in some ways, not unlike the FLUDD in mario sunshine. Frankly I love the idea, would be a good crowd control particle. So heres what I've thought of so far for design:
- A new internal storage for particle types, so you can save them up for immidiate use later
- With above design change, one would be able to store up water, and shoot it at their feet to propel themselves to places, would still eat up hunger bar to balence it out, unless I get comfy with the ic2 api and make ic2 power sources an option
- Storing fire and redstone would make it a less of a pain to move around while you have stuff gathered up, could maybe deploy a shield and reabsorb it into your internal storage when not needed.
Going to spend today fixing invader AI close combat and maybe starting in on the particle man design changes.
Into the cellar! There's a ternader a'comin!
And about Zombie Awareness why you deleted ability to damage animals to attract zombies?