I don't mind that when I get near a water fall that the noise of it gets louder but a lot of times it's impossible for me to hear anything with my headset on. Is there a way to turn this down or limit the volume level in some way?
When I do stream, rare these days, I have that natural reflex to try to talk over it and that's not a good thing.
Will you be improving the weather mod, i do not see water spouts spawn any more and could it be that water spouts can spawn during storms as well as come onshore as tornadoes. When do hurricanes spawn and can they be put by a category system such as a category 1-5 and tornadoes ef1-5, would you possibly add hail to the storms to make them even more severe? i hope you like my suggestions and keep up the work on the weather mod, its my all time mod!
For bug reports or general inquiries: use this thread or contact me in irc for maybe a more immediate response. Server: irc.esper.net , channel: #tropicraft
Modpack policy: Now including Tropicraft, you can include any of my mods in your modpack, I just ask that you link back to my http://coros.us/ website for my mods, or http://tropicraft.net/ for Tropicraft, for wherever you display info about the mods in your mod pack.
Green = Updated to Latest MC (1.6.4) - Red = Not Updated - Blue = Updated to dev/test MC
[size=x-large]-Client/Server Mods-[/size]
[size=large]Adventuring Mods: Hostile Worlds Alpha[size=medium] - Long Distance Invasions, Zombie Miners, Stacking Zombies, New Dimension, Lava Worms - MC 1.6.4[/size]
Dimension Mods: ZombieCraft 3 Beta 3.3.2[size=medium] - Total remake of ZC Classic, tighter gameplay with multiplayer - MC 1.6.4[/size] ZombieCraft 3 More Maps![size=medium] - Listing of user contributed maps, maintained by Mixmaster1190[/size] Tropicraft[size=medium] - Team project, adds tropical dimension with amazing islands, villagers, waves - MC 1.5.2[/size]
Weather Mods: Weather & Tornadoes[size=medium] - Wind! Leaves! WAVES! More intense storms! Tornadoes! - MC 1.6.4[/size]
AI Enhancement Mods: Zombie Awareness[size=medium] - Enhanced behavior + smell/sound/light senses for hostiles - MC 1.6.4[/size]
Particle Mods: Particle Man[size=medium] - Wield fire particles, kill stuff BioShock style! - MC 1.6.4[/size]
[size=x-large]-Client Only Mods-[/size]
Convenience Mods: MovePlus[size=medium] - Dodging/Double Jumping - MC 1.6.4 [SSP/SMP][/size] Auto Farmer[size=medium] - Speed up farming tedium - MC 1.6.4 [SSP/SMP][/size]
Total Conversions: ZombieCraft[size=medium] - COD Zombies in Minecraft - Patching from MC 1.4.5 [SSP][/size]
Core AI Entity Changes: Pets[size=medium] - Tame anything in Minecraft, give orders - MC 1.1.0 [SSP][/size] Nightmare Mode[size=medium] - Find a new challenge in the game - MC 1.1.0 [SSP][/size] Miner Zombie[size=medium] - Zombie tries to dig until he gets to you - MC b1.8.1 [SSP][/size]
Performance/Misc Fixes: Smooth Rain[size=medium] - Removes FPS loss during rain (integrated into Weather mod) - MC b1.8.1 [SSP][/size] Menu FPS Fix[size=medium] - Fixes Game Menus CPU overkill - MC 1.2.3 [SSP/SMP][/size]
[size=x-large]-Server Only Mods-[/size]
Mob Spawner Cycler[size=medium] - Click cycle between mobs for spawning - MC 1.1.0[/size]
Mod stuff moved to my site
Mob Spawner Cycler for Servers v1.0 - [MC 1.1.0] - Click cycle between mobs for spawning
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
[size=large]Destructive Tornadoes v0.4 - [SSP MC 1.1.0] - A New Storm System! [/size]
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
[size=large]Particle Man v1.2 - [SSP MC 1.1] - Wield fire particles, kill stuff BioShock style! [/size]
[size=large]Latest Update:[/size]
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
[size=large]New in 1.2:[/size]
- 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
[size=large]New in 1.1:[/size]
- 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
[size=large]Features:[/size]
- 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
[size=large]Smooth Rain v1.0 - [SSP/SMP MC b1.8.1] - Removes the FPS loss when raining[/size]
[size=large]Latest Update:[/size]
Download: Smooth Rain v1.0 [SSP/SMP MC b1.8.1]: AdCraft
[size=large]Features:[/size]
- 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)
[size=large]Menu FPS Fix - [SSP/SMP MC b1.8.1] - Fixes Game Menus CPU overkill[/size]
[size=large]Latest Update:[/size]
Download: Menu FPS Fix v1.0 [SSP/SMP MC b1.8.1]: AdCraft
[size=large]Features:[/size]
- 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
[size=large]Latest Update:[/size]
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: Link Removed
MovePlus v1.3 Single file download for MC b1.3_01: Link Removed
MovePlus v1.2 Single file download for MC b1.2_02: Link Removed
[size=xx-small]How to Use:[/size]
- 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.
[size=small]How to Install:[/size]
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
Download: v1.0 [SSP/SMP MC b1.8]: Adfly - Link Removed
* 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.
Download: ZombieCraft Map Editor 1.1 + Example Map: My Site | Adfly (SEE UPDATED INSTALL FOR NEW INSTRUCTIONS)
[size=small]New in ZC Editor 1.1:[/size]
Updated patch file in download to patch properly off of ZC 2.21 (this makes the editor work)
Opening up maps from newer mc versions or maps with unknown block ids might not crash the game, this feature was made 4 months ago, can't remember how thuroughly it worked, but it at least fixed basic block null expeptions and patches the missing block
Problems with downloads? Try my More Links section! Now with more links!
[size=small]Videos / Screenshots[/size]
[size=small]Info/About:[/size]
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.
[size=small]How to Install/Use ZombieCraft Map Editor:[/size]
1. Extract the contents of the zip into %appdata%\.minecraft
1.5. IF INSTALLING ZC Editor 1.1 OVERTOP 1.0, DELETE .minecraft/bin/zombiecraft_editor.jar BEFORE CONTINUING!!!
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!
[size=small]How to Install/Use ZombieCraft:[/size]
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
[size=small]New in 1.2:[/size]
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...
[size=small]More Screenshots[/size]
Ewww, blood!
[size=small]Info/About:[/size]
[size=small]Summary:[/size]
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.
[size=small]Full Feature List:[/size]
Optional extra senses, as well as a mob blacklist, I hate skeletons
[size=x-small]Scent Awareness:[/size]
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)
[size=x-small]Sound Awareness:[/size]
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)
[size=x-small]Sight Enhancement:[/size]
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.
[size=x-small]Activated Pathfinding:[/size]
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.
[size=xx-small]How to make the Rods:[/size]
Regular Domination Rod (8 charges)
Enhanced Domination Rod (20 charges, enhances pets)
[size=small]How to Install:[/size]
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.
[size=small]New in 2.6:[/size]
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
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.
[size=small]New in 2.5:[/size]
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
[size=small]Info/About:[/size]
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.
[size=small]Feature List:[/size]
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
[size=large]Older Stuff[/size]
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'
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
If you have issues with adcraft or adf.ly, I will provide alternate download links here:
Zombie Awareness v1.2 for MC 1.0.0 - Link Removed
Pets Mod v3.1 for MC 1.0.0 - Link Removed
Nightmare Mode v2.6 for MC 1.0.0 - Link Removed
Auto Farmer v1.4 for MC 1.0.0 - Link Removed
MovePlus v2.1 for MC 1.0.0 - Link Removed
Tornadoes v0.4 for MC 1.0.0 - Link Removed
Particle Man v1.2 for MC 1.0.0 - Link Removed
---
Particle Man v1.2 for MC b1.8.1 - Link Removed
NM Mode 2.6 - Link Removed
Pets 3.1 - Link Removed
ZA 1.2 - Link Removed
Particle Man v1.0 for MC b1.8.1 - Link Removed
Nightmare Mode v2.5 for MC b1.8.1 - Link Removed
Pets Mod v3.0 for MC b1.8.1 - Link Removed
Zombie Awareness v1.1 for MC b1.8.1 - Link Removed
Pet Mod+NM Mode 2.27 for MC b1.7.2 - Link Removed (GUIAPI), Link Removed (MLProp)
AutoFarmer 1.1 for 1.7.2 - Link Removed
AutoFarmer 1.0 for 1.7_01 - Link Removed
MovePlus 1.9 for 1.7_01 - Link Removed
MovePlus 1.9 - Link Removed
Pets / NM Mode 2.26 - Link Removed
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Any support would be appreciated greatly.
If you like my mods and want to help me out, please do donate
Weather is a good mod. But ever get why minecraft crashes with EnviroMines mod?
Maybe when in stage 6 a hurricane could be like really strong winds pealing of blocks and waterspouts can spawn that would be so cool
I like that idea, i think he should also add some hail to the storms to make them more fun and destructive,as wel as improve and add different tornadoes and add water spouts during storms and rain as well as they can come on shore as a tornado,it would also be nice to hurricanes happen at sea and come to land with a category range of 1-5, i hope this is not to much corosus but its just my thoughts and suggestions to keep up the tornado mod.
Love the weather/tornado mod. I was wondering if you could make it so that the leaves that flow with the wind would change colors based on the foliage color of the biome. Just a suggestion.
Just a heads up, my sites mod versions are probably incompatible with the Tropicraft bugfix update we just released, I'll be breaking this no update streak and pushing some compatibility updates to my site tonight or tomorrow. For now just either use the mods from Tropicraft DL or my sites DL, dont mix them.
Weather mod has an hd particle option added (when I update site) but its the unfinished experimental stuff I was workin on ;D
Whenever you shoot or reload, the tooltip shows up (the thing that tells you the item name when you switch to it).
The hitboxes of dying zombies can get in the way when shooting or hitting other zombies.
Barricades flicker sometimes when hit by zombies or repaired.
If you finish a round and start it again, your points will remain as they were when the last game ended. This is only graphical, and will reset once you obtain more points.
Zombies can get stuck in walls once they spawn. If the wall is thin enough, they can end up on the other side of the wall, which can potentially break the game by trapping a zombie outside of the playing field.
If you reload and change weapons, the weapon you changed to will be held under the screen as if you were reloading it, but you can still shoot.
Rapidly clicking the Shotgun or Desert Eagle can result in delayed sound and recoil (More noticeable with the shotgun).
High ammo count can overlap the inventory.
Zombie swinging animation and barricade breaking are sometimes not synced (Could just be server lag).
Max ammo reloads all weapons you have. If you collect all the weapons, then you can just use each one and before they all run out, chances are you'll get a max ammo, basically you never really need to buy ammo at a certain point during play. Plus, instead of there being a maximum amount of ammunition you can hold at once, the weapons that you don't use can get up to 10-20 extra clips before you need to use it.
Swords last forever (not a bug?)
To add to my list, zombies will not jump over iron bars or glass panes unless they they are chasing you in their increased speed mode.
Just did a ninja update (no version change) of weather mod and tropicraft (coros.us mirror updated, mrrube mirror hope to be soon), mcpc+ was being extra y about version bounds, redownload if you are having issues connecting to smp servers, also tell the servers to update to this same version weather mod again.
Still need to catch up on everything, especially those ZC bugs. Lingering knee pain is making my day to day life a struggle right now, motivation low
Thanks for your work on these mods. They are great!
I'm having the same issue with hostile worlds on a MCPC+ server. The client tries to connect and says it doesn't have the mod the server has (even though it does).
Yeesh, who new changing the version slightly would cause so much anguish
reuploaded Tropicraft, Weather mod once again, and also Hostile Worlds due to a versionbounds bug in fml. Fixes issues connecting to server, both client and server will need to update.
When I do stream, rare these days, I have that natural reflex to try to talk over it and that's not a good thing.
1.7?
Thundergun?
Gnava knuckles or whatever it's called?
Weather is a good mod. But ever get why minecraft crashes with EnviroMines mod?
GitHub [Crash Report to EnviroMine owner]:
======================================
https://github.com/F...oMine/issues/12
Pastebin [Crash Log]:
==================
http://pastebin.com/4jArDt0Z
Your favorite person in the whole wide world.
Weather mod has an hd particle option added (when I update site) but its the unfinished experimental stuff I was workin on ;D
Into the cellar! There's a ternader a'comin!
http://www.minecraftforum.net/topic/2537545-anyone-want-me-to-release-my-ac1dmodz-pack-with-73-mods-in-it/#entry30238294
Into the cellar! There's a ternader a'comin!
To add to my list, zombies will not jump over iron bars or glass panes unless they they are chasing you in their increased speed mode.
Zombiecraft Maps!
Hey everybody, the post is above my signature...
Still need to catch up on everything, especially those ZC bugs. Lingering knee pain is making my day to day life a struggle right now, motivation low
Into the cellar! There's a ternader a'comin!
I'm having the same issue with hostile worlds on a MCPC+ server. The client tries to connect and says it doesn't have the mod the server has (even though it does).
Hey everybody, the post is above my signature...
reuploaded Tropicraft, Weather mod once again, and also Hostile Worlds due to a versionbounds bug in fml. Fixes issues connecting to server, both client and server will need to update.
Into the cellar! There's a ternader a'comin!