b:know that you can only pull fire from torches, have to hold right mouse down, cant pull fire if using a texture pack that dosnt use fire particles on the torches like the deuteros pack does. and you have to be close to the torches
You can also take the fire particles of spawners, just so everyone else knows
Ok Zombie Awareness, Pets mod, and Nightmare mode are all updated with my various fixes, some notable fixes are:
- Mo Creatures works with Zombie Awareness now, though DrZhark edits EntityAnimals now and is causing weird issues with tamed pets, bah
- Much less stutter issue in threaded pathfinding for Zombie Awareness
- Nightmare mode targetting was broken, fixed now
- Pets mod creepers tamed dont try to move into you when enemies are around anymore
- Monsters can PATHFIND up ladders now in NM Mode!
Will be catching up on the many pages of posts in a bit, most of the bug report posts should be resolved with this update.
Awesome. So the enemies of Mo' Creatures will seek you out better now? Very nice if so.
Hmm, with Zombie Awareness and the Zombie Miner, you can definitely have bad guys follow the player into encampments on the ground and also into the sky if there are ladders or the like. However, a pure sky castle is out of reach. Perhaps have the miner or a new creature place blocks and ladders for themselves and others to climb up. Suddenly a sky castle is within reach, especially if multiple ladders are being built. If they could also place over lava, this would work against a lot of defenses (while still not totally negating the usefulness of those defenses).
Btw, how much can the zombie miner dig through? Can he make it through a wall of obsidian?
Two other thoughts. Perhaps the difficulty of nightmare should slowly ramp up (as at least from how it is described, it doesn't). So that night 10 is harder than night 1, though it would have to reach a plateau somewhere. Beyond that it might be nice to borrow an idea from Terraria and have a "blood moon" night now and then when there are a lot more monsters or things are a lot tougher than normal in some other way.
Anyhow, I'm going to have to see if these mods work with the ones I already have installed. Looks promising though.
Hmm, as for Tornadoes, do they just have a hard limit on what they can pick up, or will they occasionally pick up something beyond that limit? Might be good to have them able to infrequently damage something like stone or cobblestone. That way the damage isn't as binary. Maybe you already do that though, but I am going from what I've seen in videos.
I have an idea, add lightning blocks and make a staff out of that!WHY AM I ON THIS THREAD?!?!?!?i have an idea, make a lightning block and make a staff out of that! btw, where is the mod?seriously?
i like the ideas you have, not the staff ones, though :\ and instead of the particles creating water, they could cause a "wet" state on mobs, and you could cause a "cold" state by getting ice particles, i also have an idea, where you can get redstone particles from redstone torches
and you could do all sorts of things, of course the modder would have to add a lot of these particles that i have in mind so...yeah...
I can't seem to find the download link for the mod. I checked adcraft and it only said "pathfinder download: +1 this" (P.S. it didn't really say that exactly i just couldn't remeber everything it said)
particle man has an odd incompatibility with humans plus
if i attack any humans it crashes
heres the error
--- BEGIN ERROR REPORT e6f75ceb --------
Generated 26/10/11 6:54 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 8800 GTS/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.ClassCastException: EntityHurtingFlameFX cannot be cast to wd
at h_EntityHuman.a(h_EntityHuman.java:1091)
at EntityHurtingFlameFX.w_(EntityHurtingFlameFX.java:118)
at bz.a(SourceFile:53)
at net.minecraft.client.Minecraft.k(Minecraft.java:1197)
at net.minecraft.client.Minecraft.run(Minecraft.java:489)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 7be12059 ----------
Did a quick update to particle man as per someones request for the tree burning feature.
Also, @m3ta_knight, I think 1.1 should work for humans+ now, I tried to test the fix but not a single mob from humans+ would spawn.
Back to continuing my work on wind / storm system code, sord've preparing for a release of A weather mod that uses the new storm system in addition to the unreleased wind code that will be focused on general non horrible destructive weather, and then I will also release a download that has tornadoes activated if you want to go full crazy destructable weather too.
The launcher downloaded out of date material. 1.3_1 to be exact.
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
Mods loaded: 4
ModLoader Beta 1.3_01v3
mod_EntAI for ZombieCraft / MC b1.3_01
mod_SdkZombieCraft 1.2_02v1
mod_ZombieCraft v2.2
--- BEGIN ERROR REPORT c9189d0d --------
Generated 10/26/11 3:32 PM
Minecraft: Minecraft Beta 1.3_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel Cantiga version 1.5.0 - Build 7.15.10.1502, Intel
java.lang.StringIndexOutOfBoundsException: String index out of range: -1
at java.lang.String.charAt(Unknown Source)
at fx.a(Unknown Source)
at tm.a(Unknown Source)
at tm.a(Unknown Source)
at tm.a(Unknown Source)
at tm.a(Unknown Source)
at net.minecraft.client.Minecraft.l(Unknown Source)
at net.minecraft.client.Minecraft.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e88d642f ----------
Just made a random performance fix mod for menus, very handy for ingame paused eating all your cpu, also option for disabling the main menu panoramic view.
@NZC, the 1.3_01 verison number is as it should be. Are you trying to load an existing map made from a version after 1.3_01? If not that, clean out your zcmaps folder in .minecraft possibly?
@NZC, the 1.3_01 verison number is as it should be. Are you trying to load an existing map made from a version after 1.3_01? If not that, clean out your zcmaps folder in .minecraft possibly?
Did a quick update to particle man as per someones request for the tree burning feature.
Also, @m3ta_knight, I think 1.1 should work for humans+ now, I tried to test the fix but not a single mob from humans+ would spawn.
Back to continuing my work on wind / storm system code, sord've preparing for a release of A weather mod that uses the new storm system in addition to the unreleased wind code that will be focused on general non horrible destructive weather, and then I will also release a download that has tornadoes activated if you want to go full crazy destructable weather too.
Had another idea with Particle Man, and Now it's got a particle sentry!
- Introducing the Particle Sentry! grabs fire like you can, needs coal, 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
That fire partcle manipulation could be caried so much further with the adition of.
Particle to particle fire interaction, aka when they touch they form larger "fire particles"
This streamlines it, making many become few particles.
The bigger fire particles doing more damaging effects, to include bursting on impact ect.
Pulling fire whips out torches "optional" since it would use a block id.
Pulling fire from big fire "aka burning tree's ect", would whip out fire and result in a instant medium fire particle being held. This medium fire particle would be the usual as it is formed from 10 small particles. Upon impact it burns the ground, and releases a few small particles.
Flamethrowers, aka modified dispenser of fire! Putting coal in a dispenser "which would otherwise be useless" throws out a tone of fire particles.
Water whips out fire particles.
Water particle manipulation? Potential!
A mana system perhaps? The mana system is as followed.
mana a seperate bar, is a amount of magic you have. Gathered by drinking a "modded potion", you gain "levels of mana" through this. Mana isn't necessarily used up in most things , but eventually drains dry. The higher levels of mana allow you to do bigger manipulations.
Some of the biggest manipulations drain you a bit faster.
Rollback Post to RevisionRollBack
You can go ahead and move at the speed of light, But i will move at the speed of darkness.
Dude i need help i can't click the download link for Tornado mod? can you plz make it adfly? plz that mod is AWSOME? can you plz make it adfly? plz plz plz?? to let you know im dylanrox44 :biggrin.gif: i hope i can install it Thx Here's Notch plz i will give you 1 happy face did that work plzzzzzz make it adflyt he mod the water spats look cool dude and the tornado warning's :biggrin.gif: I know this mod is AWSOME! did i spell that right? i forgot how to spell? well thx or :sad.gif: or :smile.gif: thx :tongue.gif:
oh man i cant play zombiecraft because i use crack minecraft :unsure.gif: :unsure.gif: :unsure.gif: :unsure.gif: :sad.gif: :sad.gif: :sad.gif: :sad.gif: :sad.gif:
You can also take the fire particles of spawners, just so everyone else knows
yeah and randomly generated structures from all different nations wid npc's :biggrin.gif:
Awesome. So the enemies of Mo' Creatures will seek you out better now? Very nice if so.
Hmm, with Zombie Awareness and the Zombie Miner, you can definitely have bad guys follow the player into encampments on the ground and also into the sky if there are ladders or the like. However, a pure sky castle is out of reach. Perhaps have the miner or a new creature place blocks and ladders for themselves and others to climb up. Suddenly a sky castle is within reach, especially if multiple ladders are being built. If they could also place over lava, this would work against a lot of defenses (while still not totally negating the usefulness of those defenses).
Btw, how much can the zombie miner dig through? Can he make it through a wall of obsidian?
Two other thoughts. Perhaps the difficulty of nightmare should slowly ramp up (as at least from how it is described, it doesn't). So that night 10 is harder than night 1, though it would have to reach a plateau somewhere. Beyond that it might be nice to borrow an idea from Terraria and have a "blood moon" night now and then when there are a lot more monsters or things are a lot tougher than normal in some other way.
Anyhow, I'm going to have to see if these mods work with the ones I already have installed. Looks promising though.
Hmm, as for Tornadoes, do they just have a hard limit on what they can pick up, or will they occasionally pick up something beyond that limit? Might be good to have them able to infrequently damage something like stone or cobblestone. That way the damage isn't as binary. Maybe you already do that though, but I am going from what I've seen in videos.
where do i download it?
The More links link on the post :biggrin.gif: :biggrin.gif: Thanks for putting that there
if i attack any humans it crashes
heres the error
--- BEGIN ERROR REPORT e6f75ceb --------
Generated 26/10/11 6:54 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 8800 GTS/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.ClassCastException: EntityHurtingFlameFX cannot be cast to wd
at h_EntityHuman.a(h_EntityHuman.java:1091)
at EntityHurtingFlameFX.w_(EntityHurtingFlameFX.java:118)
at bz.a(SourceFile:53)
at net.minecraft.client.Minecraft.k(Minecraft.java:1197)
at net.minecraft.client.Minecraft.run(Minecraft.java:489)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 7be12059 ----------
should i post this to the humans plus thread
Also, @m3ta_knight, I think 1.1 should work for humans+ now, I tried to test the fix but not a single mob from humans+ would spawn.
Back to continuing my work on wind / storm system code, sord've preparing for a release of A weather mod that uses the new storm system in addition to the unreleased wind code that will be focused on general non horrible destructive weather, and then I will also release a download that has tornadoes activated if you want to go full crazy destructable weather too.
Into the cellar! There's a ternader a'comin!
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
Mods loaded: 4
ModLoader Beta 1.3_01v3
mod_EntAI for ZombieCraft / MC b1.3_01
mod_SdkZombieCraft 1.2_02v1
mod_ZombieCraft v2.2
--- BEGIN ERROR REPORT c9189d0d --------
Generated 10/26/11 3:32 PM
Minecraft: Minecraft Beta 1.3_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel Cantiga version 1.5.0 - Build 7.15.10.1502, Intel
java.lang.StringIndexOutOfBoundsException: String index out of range: -1
at java.lang.String.charAt(Unknown Source)
at fx.a(Unknown Source)
at tm.a(Unknown Source)
at tm.a(Unknown Source)
at tm.a(Unknown Source)
at tm.a(Unknown Source)
at net.minecraft.client.Minecraft.l(Unknown Source)
at net.minecraft.client.Minecraft.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e88d642f ----------
I have 1.8....
Soaring in Hoenn
@NZC, the 1.3_01 verison number is as it should be. Are you trying to load an existing map made from a version after 1.3_01? If not that, clean out your zcmaps folder in .minecraft possibly?
Into the cellar! There's a ternader a'comin!
It crashes before I get to the menu.
Soaring in Hoenn
just did a test
same error
- Introducing the Particle Sentry! grabs fire like you can, needs coal, 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
http://www.minecraftforum.net/topic/81715-1918-coros-mods-tornadoes-particle-man-zombiecraft-map-editor-zombie-awareness-pets-nm-mode-moveplus-particle-man-smooth-rain/#particleman
Into the cellar! There's a ternader a'comin!
Particle to particle fire interaction, aka when they touch they form larger "fire particles"
This streamlines it, making many become few particles.
The bigger fire particles doing more damaging effects, to include bursting on impact ect.
Pulling fire whips out torches "optional" since it would use a block id.
Pulling fire from big fire "aka burning tree's ect", would whip out fire and result in a instant medium fire particle being held. This medium fire particle would be the usual as it is formed from 10 small particles. Upon impact it burns the ground, and releases a few small particles.
Flamethrowers, aka modified dispenser of fire! Putting coal in a dispenser "which would otherwise be useless" throws out a tone of fire particles.
Water whips out fire particles.
Water particle manipulation? Potential!
A mana system perhaps? The mana system is as followed.
mana a seperate bar, is a amount of magic you have. Gathered by drinking a "modded potion", you gain "levels of mana" through this. Mana isn't necessarily used up in most things , but eventually drains dry. The higher levels of mana allow you to do bigger manipulations.
Some of the biggest manipulations drain you a bit faster.
dylanrox44
Helping people.