Ah, I see. I hope you don't run into any more problems!
No problem at all.
None so far. Just made a guy named "Colonel Withbie" who's new compared to my old files who spawns zombie back-up friends when he "retreats" (dies. lol) just to try some of the new stuff and it's working so I seem to be going alright. XD I just gotta keep on top of my brackets and that online editor's need to slowly indent my columns until they're off the screen and looping around and looking all silly. >_<
so yeah, awesome job and all. I'm gonna have fun with this, just like akitori seemed to be with his rocket chests on his youtube. Although I'm probably not gonna take it that far cause my files were long enough when they were the old ones, now my files're gonna be like 20 times long. XD
None so far. Just made a guy named "Colonel Withbie" who's new compared to my old files who spawns zombie back-up friends when he "retreats" (dies. lol) just to try some of the new stuff and it's working so I seem to be going alright. XD I just gotta keep on top of my brackets and that online editor's need to slowly indent my columns until they're off the screen and looping around and looking all silly. >_<
so yeah, awesome job and all. I'm gonna have fun with this, just like akitori seemed to be with his rocket chests on his youtube. Although I'm probably not gonna take it that far cause my files were long enough when they were the old ones, now my files're gonna be like 20 times long. XD
Haha, nice. xD Are you using the right side editor? Either way, you can drag the one you're not using to be tiny (if you're using the left side, you can even completely hide the right side, since you won't need it at all). That's stopped most trouble I've had, even with that "expert" example on the wiki.
Thank you, I'm glad you like it! One of the buttons above the text editor side compacts your Json, which will make your files much smaller than the old version, I think. Just hard to read without pasting them back into the online editor.
would it be possible to use Mob Properties to make some mods hostile to some other mobs? Like make the Dryad from Grimoire of Gaia hostile to Goblins from the Goblin mod.
If not could that be added in a future version?
would it be possible to use Mob Properties to make some mods hostile to some other mobs? Like make the Dryad from Grimoire of Gaia hostile to Goblins from the Goblin mod.
If not could that be added in a future version?
It is currently not possible to edit AI with Mob Properties. You may see something like that in the future, but it's very early in its planning stages right now.
Haha, nice. xD Are you using the right side editor? Either way, you can drag the one you're not using to be tiny (if you're using the left side, you can even completely hide the right side, since you won't need it at all). That's stopped most trouble I've had, even with that "expert" example on the wiki.
Thank you, I'm glad you like it! One of the buttons above the text editor side compacts your Json, which will make your files much smaller than the old version, I think. Just hard to read without pasting them back into the online editor.
I see. I've just been taking the left side and then hitting the "send to right" button to make sure I didn't goof anything up writing wise then just copy across the right. Cause on the left theres those little triangles that collapse the brackets in the arrays so I've just been minimizing the triangles to compress the screen then copying entire brackets and editing them within each other. But ok, I'll experiment with pushing buttons BEFORE I edit something. Cause last night i was doing across my Alchemist zombies that spawn with a different colored backpack based on what potion tier they're carrying which also come with 3 random good potion effects on their person and 2-4 good or bad potion effects in the potions... which I then ended up losing before I could save it cause I clicked off somewhere and so hitting backspace made firefox go back and when I went forward the thing was back to being hello world. so that was a pain. >_> BUT I did get my ninjas done and ended up getting this little clip of a baby one literally running rings around me:
Sooooo, yeah... oh, ALSO I forgot to ask. You know your "special AI types" that you've got in special mobs is there a standalone version of that which has just the capability of the special AIs like grabbers and dashers coupled with the passive griefing settings for going around breaking torches and stuff which can be set on a per mob basis through mob properties some how? Cause I'd like to be able to config only certain types of my mobs to use only certain styles of your AIs without having to use special mobs themselves which unfortunately tends to bork up compatability with stuff like advanced genetics etc (also cause I'm essentially making my own mob types in a way)...
I see. I've just been taking the left side and then hitting the "send to right" button to make sure I didn't goof anything up writing wise then just copy across the right. Cause on the left theres those little triangles that collapse the brackets in the arrays so I've just been minimizing the triangles to compress the screen then copying entire brackets and editing them within each other. But ok, I'll experiment with pushing buttons BEFORE I edit something. Cause last night i was doing across my Alchemist zombies that spawn with a different colored backpack based on what potion tier they're carrying which also come with 3 random good potion effects on their person and 2-4 good or bad potion effects in the potions... which I then ended up losing before I could save it cause I clicked off somewhere and so hitting backspace made firefox go back and when I went forward the thing was back to being hello world. so that was a pain. >_> BUT I did get my ninjas done and ended up getting this little clip of a baby one literally running rings around me:
<snip>
Sooooo, yeah... oh, ALSO I forgot to ask. You know your "special AI types" that you've got in special mobs is there a standalone version of that which has just the capability of the special AIs like grabbers and dashers coupled with the passive griefing settings for going around breaking torches and stuff which can be set on a per mob basis through mob properties some how? Cause I'd like to be able to config only certain types of my mobs to use only certain styles of your AIs without having to use special mobs themselves which unfortunately tends to bork up compatability with stuff like advanced genetics etc (also cause I'm essentially making my own mob types in a way)...
That works, too. Sometimes editing the source is faster.
Yikes, that stinks! I think there is a save feature if you hit Ctrl+S. I keep unintentionally hitting that (it's a habit), but I just close the dialog box that opens. Maybe that will help?
Still, really neat. Why does it just run around in circles? xD
There is. It's not available on the forum page because it's potentially buggy with the current Special Mobs unless you disable the features in Special Mobs that were migrated to this mod (Special AI). Be careful when using the two together! You can get Special AI here.
I'm not sure how well Mob Properties will be able to modify the AI types, but the AI type is stored in NBT somewhere.
Sidenote, when I'm done rewriting Special Mobs into the two mods, it will have Advanced Genetics support.
That works, too. Sometimes editing the source is faster.
Yikes, that stinks! I think there is a save feature if you hit Ctrl+S. I keep unintentionally hitting that (it's a habit), but I just close the dialog box that opens. Maybe that will help?
Still, really neat. Why does it just run around in circles? xD
There is. It's not available on the forum page because it's potentially buggy with the current Special Mobs unless you disable the features in Special Mobs that were migrated to this mod (Special AI). Be careful when using the two together! You can get Special AI here.
I'm not sure how well Mob Properties will be able to modify the AI types, but the AI type is stored in NBT somewhere.
Sidenote, when I'm done rewriting Special Mobs into the two mods, it will have Advanced Genetics support.
Yeah, I raged so hard I table slammed in a similar fashion to phoenix wright and I had a glass of pineapple juice on the table at the time and some of that jumped out of the glass and almost soiled my keyboard. XD Yeah, I might need to get into habit of sneaky Ctrl+S'ing every now and then, cause theres been so many times not only on that online editor that I've screwed myself by not saving. Not just is writing stuff but even games, getting over confident then getting my entire party nuked eventually and ragequitting for like a week. >_<
The baby zombie? i think it's cause it's moving too fast for it's own AI so to do it's turns to come at me it keeps doing donuts instead of outright stopping and running at me... doing donuts on the spot though might be something similar to what I call "the spinny drone glitch" which I got when using starcraft 1 modding tools where sometimes when things are moving too fast they end up being unable to move out of circular movement patterns cause their speed keeps putting them past where they're trying to turn too and so they start doing donuts until they somehow find a way to force stop themselves and then like the baby zombie they go flying off and when they try to stop start doing donuts again. XD Although don't take my word for it, thats just how I observe it. you're the AI expert. XP
well I don't intend to back special mobs together with the standalone so hopefully I shouldn't get that "potentially" bugginess when using both. and I've got ingame NBT installed so I can poke around for stuff like ars magica mana levels, explosion size and all that while in game so if it's stored in visible NBT I should be able to find it if thats the case. I'm thinking of making some robot scientist Skeleton guy who when he dies he leaves you a nuclear creeper as a good bye present or something XD.
So theoretically if I turn off the ability for the mobs to naturally spawn with the special AIs would I still be able to manually set them per mob for my special guys if I can find the NBT for it?
and if I wanted to be "near satanic" rather than evil like one of my friends put it, would I be able to maybe add the grabbing mob AI to a creeper with a longer fuse time and call it a "magnet creeper"? XD or even... .... .... Shaman chicken spies? or... or, or, charging pigs with heavy zombie knights riding them? or-or-or-or-or leaping melee skeletons with explosive cats (an invisible creeper would be riding said cat) on their head? XDDDDDD *starts giggling uncontrollably like vechs does*
and yay, advanced genetics support! There was something else it didn't like though aswell... I think it might've been a mod that adds it's own spawner things cause all the mobs are different kinda entities and so they register different from each other making mods like soul shards hard to use cause you've gotta find the exact same type each time... but oh well. Extra super duper evil giggle rage time when I get home to finish doing my properties across and then doing. :3
Yeah, I raged so hard I table slammed in a similar fashion to phoenix wright and I had a glass of pineapple juice on the table at the time and some of that jumped out of the glass and almost soiled my keyboard. XD Yeah, I might need to get into habit of sneaky Ctrl+S'ing every now and then, cause theres been so many times not only on that online editor that I've screwed myself by not saving. Not just is writing stuff but even games, getting over confident then getting my entire party nuked eventually and ragequitting for like a week. >_<
The baby zombie? i think it's cause it's moving too fast for it's own AI so to do it's turns to come at me it keeps doing donuts instead of outright stopping and running at me... doing donuts on the spot though might be something similar to what I call "the spinny drone glitch" which I got when using starcraft 1 modding tools where sometimes when things are moving too fast they end up being unable to move out of circular movement patterns cause their speed keeps putting them past where they're trying to turn too and so they start doing donuts until they somehow find a way to force stop themselves and then like the baby zombie they go flying off and when they try to stop start doing donuts again. XD Although don't take my word for it, thats just how I observe it. you're the AI expert. XP
well I don't intend to back special mobs together with the standalone so hopefully I shouldn't get that "potentially" bugginess when using both. and I've got ingame NBT installed so I can poke around for stuff like ars magica mana levels, explosion size and all that while in game so if it's stored in visible NBT I should be able to find it if thats the case. I'm thinking of making some robot scientist Skeleton guy who when he dies he leaves you a nuclear creeper as a good bye present or something XD.
So theoretically if I turn off the ability for the mobs to naturally spawn with the special AIs would I still be able to manually set them per mob for my special guys if I can find the NBT for it?
and if I wanted to be "near satanic" rather than evil like one of my friends put it, would I be able to maybe add the grabbing mob AI to a creeper with a longer fuse time and call it a "magnet creeper"? XD or even... .... .... Shaman chicken spies? or... or, or, charging pigs with heavy zombie knights riding them? or-or-or-or-or leaping melee skeletons with explosive cats (an invisible creeper would be riding said cat) on their head? XDDDDDD *starts giggling uncontrollably like vechs does*
and yay, advanced genetics support! There was something else it didn't like though aswell... I think it might've been a mod that adds it's own spawner things cause all the mobs are different kinda entities and so they register different from each other making mods like soul shards hard to use cause you've gotta find the exact same type each time... but oh well. Extra super duper evil giggle rage time when I get home to finish doing my properties across and then doing. :3
Haha, yeah. I got in the habit of saving in games at every chance a while back. Same applies to my code, I habitually use Ctrl+S every time I do anything. I reeeally can't stand having to redo things.
I think that's accurate. Mobs seem to break up their path into several points, so I'm assuming it just gets stuck in orbit around one of those waypoints until it can reach it or it recalculates its path. It's still completely hilarious, you could say it's a "feature"... they are trying to dodge arrows with ninja speed.
As long as you disable the duplicated features in one or the other, it's completely safe and they are already used together in some big mod packs, no bugs reported yet. I just prefer to err of the side of caution.
Theoretically, maybe.I guess it really just depends on which mod does its stuff first - if Mob Properties initializes the mob first, you will be able to set your own AI. Also, I'm not sure if the AI will show up on mobs that aren't registered as capable of getting the AI (you can just set their chance of getting it to 0, but still list them).
Hahaha, if you can get the AI to work through Mob Properties, then sure you can do all those. xD
Yeah, I've heard it doesn't work with Soul Shards very well. It would work totally fine with that mod if it checked for mob type instead of class. No API that I know of to force that mod to work right from my end, though. Oh well, soon enough you won't want to make mob farms with special mobs in them, anyway... hehehe.
Haha, yeah. I got in the habit of saving in games at every chance a while back. Same applies to my code, I habitually use Ctrl+S every time I do anything. I reeeally can't stand having to redo things.
I think that's accurate. Mobs seem to break up their path into several points, so I'm assuming it just gets stuck in orbit around one of those waypoints until it can reach it or it recalculates its path. It's still completely hilarious, you could say it's a "feature"... they are trying to dodge arrows with ninja speed.
As long as you disable the duplicated features in one or the other, it's completely safe and they are already used together in some big mod packs, no bugs reported yet. I just prefer to err of the side of caution.
Theoretically, maybe.I guess it really just depends on which mod does its stuff first - if Mob Properties initializes the mob first, you will be able to set your own AI. Also, I'm not sure if the AI will show up on mobs that aren't registered as capable of getting the AI (you can just set their chance of getting it to 0, but still list them).
Hahaha, if you can get the AI to work through Mob Properties, then sure you can do all those. xD
Yeah, I've heard it doesn't work with Soul Shards very well. It would work totally fine with that mod if it checked for mob type instead of class. No API that I know of to force that mod to work right from my end, though. Oh well, soon enough you won't want to make mob farms with special mobs in them, anyway... hehehe.
Yay. I had my guessed information seconded by a AI modding modmaker! and yeah, it's funny, but it's horrible with ninjas cause they usually have swords that two shot you from 4 shield hearts and full health without armor on. >_< so they just come up and hit you and start orbiting and then you're like, "Well... Darn..." and you try to twitch but get hit immediately and die in a raging fire. lol
I seee... well, time to make zombies attempt to break all types of doors, torches and whatever else will make them come and vandalize your base if you don't guard it. lol
well haven't tried yet, I've constantly been getting distracted but I'll attempt soon enough. lol.
oh god... I'm getting chills already... >_> cause when a modder who already makes evil additions gets an evil idea it's bound to be super evil. >_<
edit: Hey Fathertoast, mind spilling the bean on which numbers are which for the AIs? Based on ingame NBTedit I've deduced that 1 in the charge attack that can knock themselves out on walls, 2 is some guy with red boots thats probably the sprinters but in my small arena they don't seem to be sprinting for me, 4 is the short rangy jumpy guys, 5 is the dispenser face guy and 9 is the guy that runs into you and picks you up then brings you back to other mobs to get you killed, but the others are either not spawning, not doing their specials or I'm not seeing their gear and mistaking them for something else cause they spawn when one of my mob properties activate. So uh... few hints? :o? and turns out i can't switch their AIs midflight huh? cause when I try to change their NBT number manually they don't seem to do anything except what they were already doing. >_>
Also, I come to report I seem unable to add your AIs via NBT editing with mob properties.
seems only your mod does it and just saves it there as a note or something. Cause I added the charge attack I saw a random mafia zombie doing which turned out to be "Special": 1 in the sAI compound in the ForgeData compound and added it to overlord ZamB in the config and spawned him in, didn't happen. He just walked at me like usual instead of doing the run on the spot chargy-uppy dash thing I had seen earlier. T_T So uh... cross compatibility in the works, maybe, possibly, please thanks? :3
edit 2: O.o... but wait! theres more. apparently IF I go out of the world then back into the world THEN it updates the zombie and he gets the AI, but it also changes who he is for some reason... cause it made mob properties reload all his gear and now overlord ZamB is wearing a suit and holding a phone like a mafia zombie but he's got the same health and nametag. o.o ...!
HOLD IT! is it because Mob properties activates in like the ticks just after the mob spawns? and so the AI will only update when the game updates/reloads? because I see the mobs spawn and then within maybe a quarter of a second if they're gonna get armor then all their clothes update. cause I can do all the AIs now but only if I reload the game afterwards since I changed the guy to 6 and reloaded and now he's a spawner guy but he doesn't get the spawner on his head, he just acts like the spawner guy, making it work sort of but not quite... meaning... maybe if your AIs activate a little after spawning aswell it'd make it possible? or would they not respond to it cause minecrafts natural AI would have already taken them until a reload again?
The Meaning of Life, the Universe, and Everything.
Join Date:
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Regarding the Entity Lag issue, we run a FTB Monster server with SpecialMobs enabled and we've added Zombie Awareness (awesome).
The combination is wicked, smarter zombies that hunt in packs, and destroy lighting and farmland. It's incredible.
We've run into two situations that I'm concerned about as the server admin, the first being an issue with Entity Lag. On occasion we will have the server drop to under 10 TPS, and running Opis I'll frequently find a zombie (never seems to be any other mob) who is eating up huge amounts of CPU and running in place. Sometimes nowhere near a player or in a chunk I wouldn't expect to be loaded. It's always an Entity_SpecialZombie. Any suggestions?
The second is that we will sometimes get "recursive" mob spawning. Initially due to the high mob count we would fortify ourselves behind tall walls (jumpers!) with punji sticks to kill things. Sometimes the ancient zombies can't be hit hard enough and start summoning help (ala vanilla zombie reinforcement). Then those zombies while dying start summoning more, and we seem to quickly exceed our mob cap and the server lags significantly.
Would you consider disabling the reinforcement ability on ancient zombies? Any other feedback would also be welcome.
Regarding the Entity Lag issue, we run a FTB Monster server with SpecialMobs enabled and we've added Zombie Awareness (awesome).
The combination is wicked, smarter zombies that hunt in packs, and destroy lighting and farmland. It's incredible.
We've run into two situations that I'm concerned about as the server admin, the first being an issue with Entity Lag. On occasion we will have the server drop to under 10 TPS, and running Opis I'll frequently find a zombie (never seems to be any other mob) who is eating up huge amounts of CPU and running in place. Sometimes nowhere near a player or in a chunk I wouldn't expect to be loaded. It's always an Entity_SpecialZombie. Any suggestions?
The second is that we will sometimes get "recursive" mob spawning. Initially due to the high mob count we would fortify ourselves behind tall walls (jumpers!) with punji sticks to kill things. Sometimes the ancient zombies can't be hit hard enough and start summoning help (ala vanilla zombie reinforcement). Then those zombies while dying start summoning more, and we seem to quickly exceed our mob cap and the server lags significantly.
Would you consider disabling the reinforcement ability on ancient zombies? Any other feedback would also be welcome.
Thanks for such a cool mod!
Oooohhhh yess.... Death by zombie back-up overload, I think I've had that to a degree once or twice... not cause I put up a wall basically yelling out "hey, come stand on this to summon more friends!" but because of my mafia zombies being set to always summon back-up and I choose poorly on my attack style. >_> Given what happens with mafia zombies at 30 HP I'd cringe to know what craziness would happen if I set my "Overlord ZamB" to summon mobs when it takes atleast 30 damage to deal 1 damage to him and he's got 300 HP. >_< ... These are done with mob properties btw, cause I opted out of special mobs to just "sort of" making my own. lol
On entity lag I'm figuring it's like Zheren said and it's pathfinding related or something... Oh and yeah, those scent things, I know thaumcraft loves to accidentally scan those while I'm morphed into something small whenever I use ZA.
Yay. I had my guessed information seconded by a AI modding modmaker! and yeah, it's funny, but it's horrible with ninjas cause they usually have swords that two shot you from 4 shield hearts and full health without armor on. >_< so they just come up and hit you and start orbiting and then you're like, "Well... Darn..." and you try to twitch but get hit immediately and die in a raging fire. lol
I seee... well, time to make zombies attempt to break all types of doors, torches and whatever else will make them come and vandalize your base if you don't guard it. lol
well haven't tried yet, I've constantly been getting distracted but I'll attempt soon enough. lol.
oh god... I'm getting chills already... >_> cause when a modder who already makes evil additions gets an evil idea it's bound to be super evil. >_<
Haha, sounds incredibly trolly. Excellent.
I recommend making them target all machines if you have any tech mods in there. Some people like to make them break fences, glass, planks, cobblestone, slabs, levers/redstone, chests, etc. Just be careful, most of those are found naturally in world gen, so you might wind up finding a lot of destroyed structures.
Regarding the Entity Lag issue, we run a FTB Monster server with SpecialMobs enabled and we've added Zombie Awareness (awesome).
The combination is wicked, smarter zombies that hunt in packs, and destroy lighting and farmland. It's incredible.
We've run into two situations that I'm concerned about as the server admin, the first being an issue with Entity Lag. On occasion we will have the server drop to under 10 TPS, and running Opis I'll frequently find a zombie (never seems to be any other mob) who is eating up huge amounts of CPU and running in place. Sometimes nowhere near a player or in a chunk I wouldn't expect to be loaded. It's always an Entity_SpecialZombie. Any suggestions?
The second is that we will sometimes get "recursive" mob spawning. Initially due to the high mob count we would fortify ourselves behind tall walls (jumpers!) with punji sticks to kill things. Sometimes the ancient zombies can't be hit hard enough and start summoning help (ala vanilla zombie reinforcement). Then those zombies while dying start summoning more, and we seem to quickly exceed our mob cap and the server lags significantly.
Would you consider disabling the reinforcement ability on ancient zombies? Any other feedback would also be welcome.
Thanks for such a cool mod!
Yes, the combination of Zombie Awareness and Special Mobs to make zombies seek you out and destroy your life is amazing.
Unfortunately, the special zombies started causing massive server lag since MC 1.6. It seems to be an exacerbated vanilla bug, and I can not for the life of me figure it out. I am in the process of rewriting Special Mobs entirely, hoping to fix that bug specifically, along with all the other bugs and things that became broken in the update to 1.6.
The temporary solution would be to disable special zombies or set allow_vanilla to true in the config. "allow_vanilla" may not solve the issue entirely, but allows you to keep things like fishing zombies at the cost of losing other AI patterns for most mobs. I recommend disabling the special zombies entirely. These also have the side-effect of disabling ancient zombies entirely (they are mostly getting removed in the rewrite anyway, they tend to cause a lot of issues). Either way, the zombie torch breaking AI will not be affected, at least.
I will definitely consider an option to disable their reinforcement attribute in their replacements. Until then, you are able to essentially make your own ancient mobs using Mob Properties, where you will have full control over all of their stats and drops, including their reinforcement stat. Just be warned, it's not the easiest mod to use.
Thank you for the feedback, and I'm glad you enjoy the mod!
I recommend making them target all machines if you have any tech mods in there. Some people like to make them break fences, glass, planks, cobblestone, slabs, levers/redstone, chests, etc. Just be careful, most of those are found naturally in world gen, so you might wind up finding a lot of destroyed structures.
Yep, if I can ever get it working right, haha.
They are very trolly. But if you can match their speed with some special armors playing chase with them is fun. I've got a video of myself fighting a good majority of my custom zombies so I might put that up or maybe do another take so I don't look like a try hard derp first and show that to you some time.
Ow, I'm not sure I want them to be that destructive... but I will say that my inner darkness was enticing me to try it. So I maybe I might.
btw, anything you can figure out from my large wall of edits from my last post with the trying to get the special AI badness working but half failing etc? Cause like I said, I can give them AIs with it, but the AIs don't take hold until I reload the map and it updates them but that also seems to have the effect of making their gear and life sometimes reset. >_<
In regards to entity lag you may want to look at zombie awarness instead of at SpecialZombies. If you look at entities you will often find hundreds if not thousands of "entity scent" created by zombie awarness. The reason the specialzombie consumes the cpu is because it tries to react to all those entity scent. This is sadly a problem with zombie awarness since a very very long time.
I would expect if this were a scent issue that all the zombies in the area would be reacting to scent together. Instead I always get the lone zombie eating the CPU, typically an ancient but not always. They stand still most of the time, and look like they are running (particle effects at their feet).
Yes, the combination of Zombie Awareness and Special Mobs to make zombies seek you out and destroy your life is amazing.
Unfortunately, the special zombies started causing massive server lag since MC 1.6. It seems to be an exacerbated vanilla bug, and I can not for the life of me figure it out. I am in the process of rewriting Special Mobs entirely, hoping to fix that bug specifically, along with all the other bugs and things that became broken in the update to 1.6.
The temporary solution would be to disable special zombies or set allow_vanilla to true in the config. "allow_vanilla" may not solve the issue entirely, but allows you to keep things like fishing zombies at the cost of losing other AI patterns for most mobs. I recommend disabling the special zombies entirely. These also have the side-effect of disabling ancient zombies entirely (they are mostly getting removed in the rewrite anyway, they tend to cause a lot of issues). Either way, the zombie torch breaking AI will not be affected, at least.
I will definitely consider an option to disable their reinforcement attribute in their replacements. Until then, you are able to essentially make your own ancient mobs using Mob Properties, where you will have full control over all of their stats and drops, including their reinforcement stat. Just be warned, it's not the easiest mod to use.
I think we'll continue to deal with the occasional buggy zombie rather than lose the incredible variety of mobs. Forcing vanilla would make the game easy again.
Ive got a bit of a problem with natural absorbtion..... the recipe is causing all kinds of bugs with *any* enchanted books. All enchanted books have massive amounts of lucrum, metalum, etc in thaumcraft. I can melt any enchnted book in the Tinkers construct smeltery for a full stack of gold ingots. I can utilize any of the uncrafting mediums from twilight forest or other mods to just uncraft them into gold apples and books. it is a bit broken, and I'm fairly certain unintented.
They are very trolly. But if you can match their speed with some special armors playing chase with them is fun. I've got a video of myself fighting a good majority of my custom zombies so I might put that up or maybe do another take so I don't look like a try hard derp first and show that to you some time.
Ow, I'm not sure I want them to be that destructive... but I will say that my inner darkness was enticing me to try it. So I maybe I might.
btw, anything you can figure out from my large wall of edits from my last post with the trying to get the special AI badness working but half failing etc? Cause like I said, I can give them AIs with it, but the AIs don't take hold until I reload the map and it updates them but that also seems to have the effect of making their gear and life sometimes reset. >_<
Oh my, matching that speed? o.o I'd probably just run into a wall or off a cliff. Haha, I'd like to see that, I like seeing what people have come up with using Mob Properties.
edit: Hey Fathertoast, mind spilling the bean on which numbers are which for the AIs? Based on ingame NBTedit I've deduced that 1 in the charge attack that can knock themselves out on walls, 2 is some guy with red boots thats probably the sprinters but in my small arena they don't seem to be sprinting for me, 4 is the short rangy jumpy guys, 5 is the dispenser face guy and 9 is the guy that runs into you and picks you up then brings you back to other mobs to get you killed, but the others are either not spawning, not doing their specials or I'm not seeing their gear and mistaking them for something else cause they spawn when one of my mob properties activate. So uh... few hints? :o? and turns out i can't switch their AIs midflight huh? cause when I try to change their NBT number manually they don't seem to do anything except what they were already doing. >_>
Also, I come to report I seem unable to add your AIs via NBT editing with mob properties.
seems only your mod does it and just saves it there as a note or something. Cause I added the charge attack I saw a random mafia zombie doing which turned out to be "Special": 1 in the sAI compound in the ForgeData compound and added it to overlord ZamB in the config and spawned him in, didn't happen. He just walked at me like usual instead of doing the run on the spot chargy-uppy dash thing I had seen earlier. T_T So uh... cross compatibility in the works, maybe, possibly, please thanks? :3
edit 2: O.o... but wait! theres more. apparently IF I go out of the world then back into the world THEN it updates the zombie and he gets the AI, but it also changes who he is for some reason... cause it made mob properties reload all his gear and now overlord ZamB is wearing a suit and holding a phone like a mafia zombie but he's got the same health and nametag. o.o ...!
HOLD IT! is it because Mob properties activates in like the ticks just after the mob spawns? and so the AI will only update when the game updates/reloads? because I see the mobs spawn and then within maybe a quarter of a second if they're gonna get armor then all their clothes update. cause I can do all the AIs now but only if I reload the game afterwards since I changed the guy to 6 and reloaded and now he's a spawner guy but he doesn't get the spawner on his head, he just acts like the spawner guy, making it work sort of but not quite... meaning... maybe if your AIs activate a little after spawning aswell it'd make it possible? or would they not respond to it cause minecrafts natural AI would have already taken them until a reload again?
Hm, it looks like the ids should be: 0 - None, 1 - Charge, 2 - Sprint, 3 - Jump, 4 - Leap, 5 - Barrage, 6 - Spawner, 7 - Shaman, 8 - Throw, 9 - ThrowPlayer. And correct, their NBT is handled separately from the rest because I don't really have access to their normal NBT (the existing Forge stuff to do that is kinda buggy, but I may change to use that later, if I can).
Yeah, that's exactly what I was afraid of. Mob Properties triggers the tick after the mob is spawned (so, about 1/20th of a second after they spawn), but I think Special AI triggers right after the mob spawns, loading the AI then. Afterwards, changing the NBT won't affect anything until the game reloads.
If I am ever able to get the AI to reload with the normal NBT, then Mob Properties will work to set the AI (it still won't set the AI's usual equipment or stat changes, though). I'll look into some work around for the buggy Forge extra entity data thing.
I think we'll continue to deal with the occasional buggy zombie rather than lose the incredible variety of mobs. Forcing vanilla would make the game easy again.
Thanks!
Alright, I hope I can fix the bug and get the update out soon!
Ive got a bit of a problem with natural absorbtion..... the recipe is causing all kinds of bugs with *any* enchanted books. All enchanted books have massive amounts of lucrum, metalum, etc in thaumcraft. I can melt any enchnted book in the Tinkers construct smeltery for a full stack of gold ingots. I can utilize any of the uncrafting mediums from twilight forest or other mods to just uncraft them into gold apples and books. it is a bit broken, and I'm fairly certain unintented.
Oh. Well that seems a bit completely broken. o.o I think I can change the way the recipe is coded so it can't be picked up by other mods. I'll see what I can do on that.
Oh my, matching that speed? o.o I'd probably just run into a wall or off a cliff. Haha, I'd like to see that, I like seeing what people have come up with using Mob Properties.
Hehehe, you can make them incredibly evil.
Whoops, didn't even see the edits. xD
Hm, it looks like the ids should be: 0 - None, 1 - Charge, 2 - Sprint, 3 - Jump, 4 - Leap, 5 - Barrage, 6 - Spawner, 7 - Shaman, 8 - Throw, 9 - ThrowPlayer. And correct, their NBT is handled separately from the rest because I don't really have access to their normal NBT (the existing Forge stuff to do that is kinda buggy, but I may change to use that later, if I can).
Yeah, that's exactly what I was afraid of. Mob Properties triggers the tick after the mob is spawned (so, about 1/20th of a second after they spawn), but I think Special AI triggers right after the mob spawns, loading the AI then. Afterwards, changing the NBT won't affect anything until the game reloads.
If I am ever able to get the AI to reload with the normal NBT, then Mob Properties will work to set the AI (it still won't set the AI's usual equipment or stat changes, though). I'll look into some work around for the buggy Forge extra entity data thing.
Probably not the speed of the baby ones, but I did manage the speed of a normal one going at probably near maximum randomized speed which is like speed potion x6, cause I had two of them onto me in this one take of combat testing in an arena that was a around 15x15 cube and we were doing donuts around the rest of the zombies and donuts around the ring itself in like 2 seconds flat, it was fun, until I went "wait, I have a shield". *BLOCK -> COUNTER!* both dead. lol
I noticed.
I see I see I see. Alright, I'll have refrain from doing AI nbt then for now.
also, this is the only way I can object to this one glitch... so, *tips suddenly appearing top hat* apologies for a second...!
[OBJECTION!] [Professor Layton Vs Ace Attorney: Pursuit ~ Casting Magic]
Since last night I've been struggling with a single skeleton type I've been making. One named "Captain Bones". He's a fast moving skeleton with 100 health who wears captain gear and has a cutlass. I've been trying to make him on death... spawn a bunch of either silverfish or bats being ridden... BY SQUIDS. These bats or silverfish are suppose to have next to no HP meaning they die in one hit regardless, since it's meant to be just funny with squids but I've noticed one problem.
Aside from the strangeness which has since fixed itself with his health not always being what I want it to be, which I'm attributing to special AI's stat changes because they're only out by 20 to 60 points usually in excess of the 100 HP he's meant to have I've noticed one minor annoyance... Your "function": "riding" and "function": "ridden_by" aren't activating when I try to use them in "on death" spawned triggers, and on top of that if that is the case the mob will not appear at all even if I've got it set to weight 9000! then when I remove the riding function the mob will appear.
At first I thought it was the invisible bats or silverfish don't like being ridden by squids or they don't want to be invisible, but it's not the case...
I also thought possibly certain mobs would go into it cause I was writing them in wrong, I tried copy pasting, I tried double checking spelling ALLL over the config but turns out it was just the unfortunate riding functions being derp and I'm guessing hence causing it not to get parsed at all.
So... *switch back to some happy music now*
Please fix it this also if it's not intended for it to not work in spawn on death functions! D: I really want Captain bones to explode into flying squids like a vampire who's meant to explode into bats.
EDIT:
Also, another thing I just ran into tonight. Can you make it so that theres a value you can set to true or false for mobs that spawn using the on death spawn drop to make them able to be ignored by mob properties running again?
because I've made a skeleton named "inquisitor clinks" who when he dies he basically respawns in super mode as a wither skeleton version and you fight him again.
When he dies cause I've got my weight levels to 9000 for clinks to spawn always so I can test him, the skeleton that takes his place as the spawned guy as super clinks is getting overwritten by the clinks that's meant to spawn normally cause he follows mob properties again and so now I've got an infinite looping boss who never dies unless I just go through a hundred skellies normally to find him to test him. >_<
And when I do find him if I'm unlucky he'll turn into a buffed version of one of the other guys I've got rather than the one I outlined in the spawn mob drop stats.
You're welcome. (for me testing and accidentally running into all this strangeness. )
edit 2:
wow, another thingy. I've got a mod that lets me do save states of the world. Whenever I reload the savestate of one of my combat tests I notice the console get filled up with special AI spam saying: "Scan request rejected - Cap Reached!" any idea what it's about? it doesn't go away until I peaceful and everything goes away so I'm guessing something about spawn caps and your mod wanting to load AIs for stuff that already exists or something? Since it's only after a savestate reloads. It doesn't seem to cause lag, just console spam is usually a bad thing...
Probably not the speed of the baby ones, but I did manage the speed of a normal one going at probably near maximum randomized speed which is like speed potion x6, cause I had two of them onto me in this one take of combat testing in an arena that was a around 15x15 cube and we were doing donuts around the rest of the zombies and donuts around the ring itself in like 2 seconds flat, it was fun, until I went "wait, I have a shield". *BLOCK -> COUNTER!* both dead. lol
I noticed.
I see I see I see. Alright, I'll have refrain from doing AI nbt then for now.
also, this is the only way I can object to this one glitch... so, *tips suddenly appearing top hat* apologies for a second...!
[OBJECTION!] [Professor Layton Vs Ace Attorney: Pursuit ~ Casting Magic]
Since last night I've been struggling with a single skeleton type I've been making. One named "Captain Bones". He's a fast moving skeleton with 100 health who wears captain gear and has a cutlass. I've been trying to make him on death... spawn a bunch of either silverfish or bats being ridden... BY SQUIDS. These bats or silverfish are suppose to have next to no HP meaning they die in one hit regardless, since it's meant to be just funny with squids but I've noticed one problem.
Aside from the strangeness which has since fixed itself with his health not always being what I want it to be, which I'm attributing to special AI's stat changes because they're only out by 20 to 60 points usually in excess of the 100 HP he's meant to have I've noticed one minor annoyance... Your "function": "riding" and "function": "ridden_by" aren't activating when I try to use them in "on death" spawned triggers, and on top of that if that is the case the mob will not appear at all even if I've got it set to weight 9000! then when I remove the riding function the mob will appear.
At first I thought it was the invisible bats or silverfish don't like being ridden by squids or they don't want to be invisible, but it's not the case...
I also thought possibly certain mobs would go into it cause I was writing them in wrong, I tried copy pasting, I tried double checking spelling ALLL over the config but turns out it was just the unfortunate riding functions being derp and I'm guessing hence causing it not to get parsed at all.
So... *switch back to some happy music now*
Please fix it this also if it's not intended for it to not work in spawn on death functions! D: I really want Captain bones to explode into flying squids like a vampire who's meant to explode into bats.
EDIT:
Also, another thing I just ran into tonight. Can you make it so that theres a value you can set to true or false for mobs that spawn using the on death spawn drop to make them able to be ignored by mob properties running again?
because I've made a skeleton named "inquisitor clinks" who when he dies he basically respawns in super mode as a wither skeleton version and you fight him again.
When he dies cause I've got my weight levels to 9000 for clinks to spawn always so I can test him, the skeleton that takes his place as the spawned guy as super clinks is getting overwritten by the clinks that's meant to spawn normally cause he follows mob properties again and so now I've got an infinite looping boss who never dies unless I just go through a hundred skellies normally to find him to test him. >_<
And when I do find him if I'm unlucky he'll turn into a buffed version of one of the other guys I've got rather than the one I outlined in the spawn mob drop stats.
You're welcome. (for me testing and accidentally running into all this strangeness. )
edit 2:
wow, another thingy. I've got a mod that lets me do save states of the world. Whenever I reload the savestate of one of my combat tests I notice the console get filled up with special AI spam saying: "Scan request rejected - Cap Reached!" any idea what it's about? it doesn't go away until I peaceful and everything goes away so I'm guessing something about spawn caps and your mod wanting to load AIs for stuff that already exists or something? Since it's only after a savestate reloads. It doesn't seem to cause lag, just console spam is usually a bad thing...
Haha, I guess that would be quite fast.
Epic. xD
Ahh, I see. Yep, this is why I only bumped it to beta and not a full release first. The health changes are indeed due to Special AI, but the spawn function from stats thing is because I messed some stuff up.
The way all the drops functions work from in stats is they are saved to the entity's NBT and simply read when that entity is killed. The problem is that entities being ridden by something are no longer saved in NBT (instead, supposed to be saved with the rider). So, I guess as soon as you make them ridden, they are no longer saved and therefore no longer spawned. Should be an easy-ish fix, I hope.
You can set them to be unseen by Mob Properties by setting the NBT flag the mod uses to denote that the mob has already been initialized by Mob Properties. It's a little byte/boolean in ForgeData called "MP|Init" - setting it to 1/true will stop Mob Properties from applying any more stats to the entity.
Lol, thanks.
The console spam is okay, it just means you have too many mobs looking for stuff to destroy at the same time and is, in turn, rejecting their search requests. The console message will be disabled by default (plus, there will be an option to set the actual cap) in future versions, it's mostly just there to help you optimize the mod for your computer. You can make it happen less often by increasing the number of blocks they scan per tick and/or reducing their search range, but you should probably just ignore it, since it doesn't spam you normally.
Epic. xD
Ahh, I see. Yep, this is why I only bumped it to beta and not a full release first. The health changes are indeed due to Special AI, but the spawn function from stats thing is because I messed some stuff up.
The way all the drops functions work from in stats is they are saved to the entity's NBT and simply read when that entity is killed. The problem is that entities being ridden by something are no longer saved in NBT (instead, supposed to be saved with the rider). So, I guess as soon as you make them ridden, they are no longer saved and therefore no longer spawned. Should be an easy-ish fix, I hope.
You can set them to be unseen by Mob Properties by setting the NBT flag the mod uses to denote that the mob has already been initialized by Mob Properties. It's a little byte/boolean in ForgeData called "MP|Init" - setting it to 1/true will stop Mob Properties from applying any more stats to the entity.
Lol, thanks.
The console spam is okay, it just means you have too many mobs looking for stuff to destroy at the same time and is, in turn, rejecting their search requests. The console message will be disabled by default (plus, there will be an option to set the actual cap) in future versions, it's mostly just there to help you optimize the mod for your computer. You can make it happen less often by increasing the number of blocks they scan per tick and/or reducing their search range, but you should probably just ignore it, since it doesn't spam you normally.
A Dartcraft powersuit armored with atleast 3 or 4 blips of speed in it somewhere between the 4 pieces of armor then topped with a speed 5 wand boost? Yeah, it'd do that, and it gets even more extreme when you jump cause you build up momentum in the air a lot easier when using wing upgrades on it. I've been vsing most of my guys with dartcraft gear... and lets just say when Inquisitor Clinks in super mode gets me with an objection (aka, hits me in the face with his trumpcard piece of evidence, which is his weapon) holy crap, I know about it. From full armor shielding of dartcraft armor that negates even magic kinda stuff and is at 80% reduction he almost two shots me from 2 full HP bars... not to mention the wither ticks screw with my movement, so... yeah, skeletal Lawyers and Prosecutors, no joke. :3 atleast he's knockbackable, thats his one short coming. It's a pain his wither goes through my shield even if his strike deals no damage though. >_>
Did I do good? I like being different. :3
*starwars droid voice* Rogerroger. *ahem* Alright, I'll hold out for changes and stuff as you go then. So I just gotta drop the MP|init byte to 1 at the end of my stats array for his super mode spawn in the drops array and it'll be good right?
Ok, I'll try not to mind it then. It could be cause flatlands just spawning all the things and my testing facility being up in the sky... and cause eternally night so my "subjects of viewing" don't burn up when I go to work with them. You should see night time on the flat-plains in my modpack right now, it gets a little crazy when the speedy guys can run just straight at you full speed without bumps, especially when the named "Masters" come out and bring ninjas and dragoons with them. >_<... but thats how I like it. Cause I don't like screwing players for their time with game changing grindy things. I prefer to give them all these resources-a-plenty so they can have fun but then spring the news on them that theres a transdimensional army of overpowered mobs hunting them down that'll just wreck their life and they're not immortal anymore to just die constantly and respawn. XD
A Dartcraft powersuit armored with atleast 3 or 4 blips of speed in it somewhere between the 4 pieces of armor then topped with a speed 5 wand boost? Yeah, it'd do that, and it gets even more extreme when you jump cause you build up momentum in the air a lot easier when using wing upgrades on it. I've been vsing most of my guys with dartcraft gear... and lets just say when Inquisitor Clinks in super mode gets me with an objection (aka, hits me in the face with his trumpcard piece of evidence, which is his weapon) holy crap, I know about it. From full armor shielding of dartcraft armor that negates even magic kinda stuff and is at 80% reduction he almost two shots me from 2 full HP bars... not to mention the wither ticks screw with my movement, so... yeah, skeletal Lawyers and Prosecutors, no joke. :3 atleast he's knockbackable, thats his one short coming. It's a pain his wither goes through my shield even if his strike deals no damage though. >_>
Did I do good? I like being different. :3
*starwars droid voice* Rogerroger. *ahem* Alright, I'll hold out for changes and stuff as you go then. So I just gotta drop the MP|init byte to 1 at the end of my stats array for his super mode spawn in the drops array and it'll be good right?
Ok, I'll try not to mind it then. It could be cause flatlands just spawning all the things and my testing facility being up in the sky... and cause eternally night so my "subjects of viewing" don't burn up when I go to work with them. You should see night time on the flat-plains in my modpack right now, it gets a little crazy when the speedy guys can run just straight at you full speed without bumps, especially when the named "Masters" come out and bring ninjas and dragoons with them. >_<... but thats how I like it. Cause I don't like screwing players for their time with game changing grindy things. I prefer to give them all these resources-a-plenty so they can have fun but then spring the news on them that theres a transdimensional army of overpowered mobs hunting them down that'll just wreck their life and they're not immortal anymore to just die constantly and respawn. XD
Ouch, yeah DartCraft armor isn't the best as far as protection goes, but that speed and flying stuff is hard to beat. Rofl, murders you, but can be knocked back.
Yep, bugs are always good to find.
Yeah, should be good if you get it in the right spot. I'm not 100% sure on the position, but I think it's just in ForgeData. You may want to use your in game NBT thing to check, pretty much everything should have that tag set to 1.
Sounds like a good reason, lol. I don't do grinding. If something wants me to craft ten different things just to get one part for something I need, I just remove the mod and make something else. xD I like action and being able to explore caves and such.
None so far. Just made a guy named "Colonel Withbie" who's new compared to my old files who spawns zombie back-up friends when he "retreats" (dies. lol) just to try some of the new stuff and it's working so I seem to be going alright. XD I just gotta keep on top of my brackets and that online editor's need to slowly indent my columns until they're off the screen and looping around and looking all silly. >_<
so yeah, awesome job and all. I'm gonna have fun with this, just like akitori seemed to be with his rocket chests on his youtube. Although I'm probably not gonna take it that far cause my files were long enough when they were the old ones, now my files're gonna be like 20 times long. XD
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Curse PremiumHaha, nice. xD Are you using the right side editor? Either way, you can drag the one you're not using to be tiny (if you're using the left side, you can even completely hide the right side, since you won't need it at all). That's stopped most trouble I've had, even with that "expert" example on the wiki.
Thank you, I'm glad you like it! One of the buttons above the text editor side compacts your Json, which will make your files much smaller than the old version, I think. Just hard to read without pasting them back into the online editor.
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Curse PremiumIf not could that be added in a future version?
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Curse PremiumIt is currently not possible to edit AI with Mob Properties. You may see something like that in the future, but it's very early in its planning stages right now.
I see. I've just been taking the left side and then hitting the "send to right" button to make sure I didn't goof anything up writing wise then just copy across the right. Cause on the left theres those little triangles that collapse the brackets in the arrays so I've just been minimizing the triangles to compress the screen then copying entire brackets and editing them within each other. But ok, I'll experiment with pushing buttons BEFORE I edit something. Cause last night i was doing across my Alchemist zombies that spawn with a different colored backpack based on what potion tier they're carrying which also come with 3 random good potion effects on their person and 2-4 good or bad potion effects in the potions... which I then ended up losing before I could save it cause I clicked off somewhere and so hitting backspace made firefox go back and when I went forward the thing was back to being hello world. so that was a pain. >_> BUT I did get my ninjas done and ended up getting this little clip of a baby one literally running rings around me:
Sooooo, yeah... oh, ALSO I forgot to ask. You know your "special AI types" that you've got in special mobs is there a standalone version of that which has just the capability of the special AIs like grabbers and dashers coupled with the passive griefing settings for going around breaking torches and stuff which can be set on a per mob basis through mob properties some how? Cause I'd like to be able to config only certain types of my mobs to use only certain styles of your AIs without having to use special mobs themselves which unfortunately tends to bork up compatability with stuff like advanced genetics etc (also cause I'm essentially making my own mob types in a way)...
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Curse PremiumThat works, too. Sometimes editing the source is faster.
Yikes, that stinks! I think there is a save feature if you hit Ctrl+S. I keep unintentionally hitting that (it's a habit), but I just close the dialog box that opens. Maybe that will help?
Still, really neat. Why does it just run around in circles? xD
There is. It's not available on the forum page because it's potentially buggy with the current Special Mobs unless you disable the features in Special Mobs that were migrated to this mod (Special AI). Be careful when using the two together! You can get Special AI here.
I'm not sure how well Mob Properties will be able to modify the AI types, but the AI type is stored in NBT somewhere.
Sidenote, when I'm done rewriting Special Mobs into the two mods, it will have Advanced Genetics support.
Yeah, I raged so hard I table slammed in a similar fashion to phoenix wright and I had a glass of pineapple juice on the table at the time and some of that jumped out of the glass and almost soiled my keyboard. XD Yeah, I might need to get into habit of sneaky Ctrl+S'ing every now and then, cause theres been so many times not only on that online editor that I've screwed myself by not saving. Not just is writing stuff but even games, getting over confident then getting my entire party nuked eventually and ragequitting for like a week. >_<
The baby zombie? i think it's cause it's moving too fast for it's own AI so to do it's turns to come at me it keeps doing donuts instead of outright stopping and running at me... doing donuts on the spot though might be something similar to what I call "the spinny drone glitch" which I got when using starcraft 1 modding tools where sometimes when things are moving too fast they end up being unable to move out of circular movement patterns cause their speed keeps putting them past where they're trying to turn too and so they start doing donuts until they somehow find a way to force stop themselves and then like the baby zombie they go flying off and when they try to stop start doing donuts again. XD Although don't take my word for it, thats just how I observe it. you're the AI expert. XP
well I don't intend to back special mobs together with the standalone so hopefully I shouldn't get that "potentially" bugginess when using both. and I've got ingame NBT installed so I can poke around for stuff like ars magica mana levels, explosion size and all that while in game so if it's stored in visible NBT I should be able to find it if thats the case. I'm thinking of making some robot scientist Skeleton guy who when he dies he leaves you a nuclear creeper as a good bye present or something XD.
So theoretically if I turn off the ability for the mobs to naturally spawn with the special AIs would I still be able to manually set them per mob for my special guys if I can find the NBT for it?
and if I wanted to be "near satanic" rather than evil like one of my friends put it, would I be able to maybe add the grabbing mob AI to a creeper with a longer fuse time and call it a "magnet creeper"? XD or even... .... .... Shaman chicken spies? or... or, or, charging pigs with heavy zombie knights riding them? or-or-or-or-or leaping melee skeletons with explosive cats (an invisible creeper would be riding said cat) on their head? XDDDDDD *starts giggling uncontrollably like vechs does*
and yay, advanced genetics support!
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Curse PremiumHaha, yeah. I got in the habit of saving in games at every chance a while back. Same applies to my code, I habitually use Ctrl+S every time I do anything. I reeeally can't stand having to redo things.
I think that's accurate. Mobs seem to break up their path into several points, so I'm assuming it just gets stuck in orbit around one of those waypoints until it can reach it or it recalculates its path. It's still completely hilarious, you could say it's a "feature"... they are trying to dodge arrows with ninja speed.
As long as you disable the duplicated features in one or the other, it's completely safe and they are already used together in some big mod packs, no bugs reported yet. I just prefer to err of the side of caution.
Theoretically, maybe.I guess it really just depends on which mod does its stuff first - if Mob Properties initializes the mob first, you will be able to set your own AI. Also, I'm not sure if the AI will show up on mobs that aren't registered as capable of getting the AI (you can just set their chance of getting it to 0, but still list them).
Hahaha, if you can get the AI to work through Mob Properties, then sure you can do all those. xD
Yeah, I've heard it doesn't work with Soul Shards very well. It would work totally fine with that mod if it checked for mob type instead of class. No API that I know of to force that mod to work right from my end, though. Oh well, soon enough you won't want to make mob farms with special mobs in them, anyway... hehehe.
Yay. I had my guessed information seconded by a AI modding modmaker!
I seee... well, time to make zombies attempt to break all types of doors, torches and whatever else will make them come and vandalize your base if you don't guard it. lol
well haven't tried yet, I've constantly been getting distracted but I'll attempt soon enough. lol.
oh god... I'm getting chills already... >_> cause when a modder who already makes evil additions gets an evil idea it's bound to be super evil. >_<
edit: Hey Fathertoast, mind spilling the bean on which numbers are which for the AIs? Based on ingame NBTedit I've deduced that 1 in the charge attack that can knock themselves out on walls, 2 is some guy with red boots thats probably the sprinters but in my small arena they don't seem to be sprinting for me, 4 is the short rangy jumpy guys, 5 is the dispenser face guy and 9 is the guy that runs into you and picks you up then brings you back to other mobs to get you killed, but the others are either not spawning, not doing their specials or I'm not seeing their gear and mistaking them for something else cause they spawn when one of my mob properties activate. So uh... few hints? :o? and turns out i can't switch their AIs midflight huh? cause when I try to change their NBT number manually they don't seem to do anything except what they were already doing. >_>
Also, I come to report I seem unable to add your AIs via NBT editing with mob properties.
seems only your mod does it and just saves it there as a note or something. Cause I added the charge attack I saw a random mafia zombie doing which turned out to be "Special": 1 in the sAI compound in the ForgeData compound and added it to overlord ZamB in the config and spawned him in, didn't happen. He just walked at me like usual instead of doing the run on the spot chargy-uppy dash thing I had seen earlier. T_T So uh... cross compatibility in the works, maybe, possibly, please thanks? :3
edit 2: O.o... but wait! theres more. apparently IF I go out of the world then back into the world THEN it updates the zombie and he gets the AI, but it also changes who he is for some reason... cause it made mob properties reload all his gear and now overlord ZamB is wearing a suit and holding a phone like a mafia zombie but he's got the same health and nametag. o.o ...!
HOLD IT! is it because Mob properties activates in like the ticks just after the mob spawns? and so the AI will only update when the game updates/reloads? because I see the mobs spawn and then within maybe a quarter of a second if they're gonna get armor then all their clothes update. cause I can do all the AIs now but only if I reload the game afterwards since I changed the guy to 6 and reloaded and now he's a spawner guy but he doesn't get the spawner on his head, he just acts like the spawner guy, making it work sort of but not quite... meaning... maybe if your AIs activate a little after spawning aswell it'd make it possible? or would they not respond to it cause minecrafts natural AI would have already taken them until a reload again?
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Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
The combination is wicked, smarter zombies that hunt in packs, and destroy lighting and farmland. It's incredible.
We've run into two situations that I'm concerned about as the server admin, the first being an issue with Entity Lag. On occasion we will have the server drop to under 10 TPS, and running Opis I'll frequently find a zombie (never seems to be any other mob) who is eating up huge amounts of CPU and running in place. Sometimes nowhere near a player or in a chunk I wouldn't expect to be loaded. It's always an Entity_SpecialZombie. Any suggestions?
The second is that we will sometimes get "recursive" mob spawning. Initially due to the high mob count we would fortify ourselves behind tall walls (jumpers!) with punji sticks to kill things. Sometimes the ancient zombies can't be hit hard enough and start summoning help (ala vanilla zombie reinforcement). Then those zombies while dying start summoning more, and we seem to quickly exceed our mob cap and the server lags significantly.
Would you consider disabling the reinforcement ability on ancient zombies? Any other feedback would also be welcome.
Thanks for such a cool mod!
Oooohhhh yess.... Death by zombie back-up overload, I think I've had that to a degree once or twice... not cause I put up a wall basically yelling out "hey, come stand on this to summon more friends!" but because of my mafia zombies being set to always summon back-up and I choose poorly on my attack style. >_> Given what happens with mafia zombies at 30 HP I'd cringe to know what craziness would happen if I set my "Overlord ZamB" to summon mobs when it takes atleast 30 damage to deal 1 damage to him and he's got 300 HP. >_< ... These are done with mob properties btw, cause I opted out of special mobs to just "sort of" making my own. lol
On entity lag I'm figuring it's like Zheren said and it's pathfinding related or something... Oh and yeah, those scent things, I know thaumcraft loves to accidentally scan those while I'm morphed into something small whenever I use ZA.
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Curse PremiumHaha, sounds incredibly trolly. Excellent.
I recommend making them target all machines if you have any tech mods in there. Some people like to make them break fences, glass, planks, cobblestone, slabs, levers/redstone, chests, etc. Just be careful, most of those are found naturally in world gen, so you might wind up finding a lot of destroyed structures.
Yep, if I can ever get it working right, haha.
No, there is not a way to do that unless you have a mod that adds enchantments or something that causes those effects.
Yes, the combination of Zombie Awareness and Special Mobs to make zombies seek you out and destroy your life is amazing.
Unfortunately, the special zombies started causing massive server lag since MC 1.6. It seems to be an exacerbated vanilla bug, and I can not for the life of me figure it out. I am in the process of rewriting Special Mobs entirely, hoping to fix that bug specifically, along with all the other bugs and things that became broken in the update to 1.6.
The temporary solution would be to disable special zombies or set allow_vanilla to true in the config. "allow_vanilla" may not solve the issue entirely, but allows you to keep things like fishing zombies at the cost of losing other AI patterns for most mobs. I recommend disabling the special zombies entirely. These also have the side-effect of disabling ancient zombies entirely (they are mostly getting removed in the rewrite anyway, they tend to cause a lot of issues). Either way, the zombie torch breaking AI will not be affected, at least.
I will definitely consider an option to disable their reinforcement attribute in their replacements. Until then, you are able to essentially make your own ancient mobs using Mob Properties, where you will have full control over all of their stats and drops, including their reinforcement stat. Just be warned, it's not the easiest mod to use.
Thank you for the feedback, and I'm glad you enjoy the mod!
They are very trolly. But if you can match their speed with some special armors playing chase with them is fun. I've got a video of myself fighting a good majority of my custom zombies so I might put that up or maybe do another take so I don't look like a try hard derp first and show that to you some time.
Ow, I'm not sure I want them to be that destructive... but I will say that my inner darkness was enticing me to try it. So I maybe I might.
btw, anything you can figure out from my large wall of edits from my last post with the trying to get the special AI badness working but half failing etc? Cause like I said, I can give them AIs with it, but the AIs don't take hold until I reload the map and it updates them but that also seems to have the effect of making their gear and life sometimes reset. >_<
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
I would expect if this were a scent issue that all the zombies in the area would be reacting to scent together. Instead I always get the lone zombie eating the CPU, typically an ancient but not always. They stand still most of the time, and look like they are running (particle effects at their feet).
I think we'll continue to deal with the occasional buggy zombie rather than lose the incredible variety of mobs. Forcing vanilla would make the game easy again.
Thanks!
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Curse PremiumOh my, matching that speed? o.o I'd probably just run into a wall or off a cliff. Haha, I'd like to see that, I like seeing what people have come up with using Mob Properties.
Hehehe, you can make them incredibly evil.
Whoops, didn't even see the edits. xD
Hm, it looks like the ids should be: 0 - None, 1 - Charge, 2 - Sprint, 3 - Jump, 4 - Leap, 5 - Barrage, 6 - Spawner, 7 - Shaman, 8 - Throw, 9 - ThrowPlayer. And correct, their NBT is handled separately from the rest because I don't really have access to their normal NBT (the existing Forge stuff to do that is kinda buggy, but I may change to use that later, if I can).
Yeah, that's exactly what I was afraid of. Mob Properties triggers the tick after the mob is spawned (so, about 1/20th of a second after they spawn), but I think Special AI triggers right after the mob spawns, loading the AI then. Afterwards, changing the NBT won't affect anything until the game reloads.
If I am ever able to get the AI to reload with the normal NBT, then Mob Properties will work to set the AI (it still won't set the AI's usual equipment or stat changes, though). I'll look into some work around for the buggy Forge extra entity data thing.
Alright, I hope I can fix the bug and get the update out soon!
Oh. Well that seems a bit completely broken. o.o I think I can change the way the recipe is coded so it can't be picked up by other mods. I'll see what I can do on that.
Probably not the speed of the baby ones, but I did manage the speed of a normal one going at probably near maximum randomized speed which is like speed potion x6, cause I had two of them onto me in this one take of combat testing in an arena that was a around 15x15 cube and we were doing donuts around the rest of the zombies and donuts around the ring itself in like 2 seconds flat, it was fun, until I went "wait, I have a shield". *BLOCK -> COUNTER!* both dead. lol
I noticed.
I see I see I see. Alright, I'll have refrain from doing AI nbt then for now.
also, this is the only way I can object to this one glitch... so, *tips suddenly appearing top hat* apologies for a second...!
[OBJECTION!]
[Professor Layton Vs Ace Attorney: Pursuit ~ Casting Magic]
Since last night I've been struggling with a single skeleton type I've been making. One named "Captain Bones". He's a fast moving skeleton with 100 health who wears captain gear and has a cutlass. I've been trying to make him on death... spawn a bunch of either silverfish or bats being ridden... BY SQUIDS. These bats or silverfish are suppose to have next to no HP meaning they die in one hit regardless, since it's meant to be just funny with squids but I've noticed one problem.
Aside from the strangeness which has since fixed itself with his health not always being what I want it to be, which I'm attributing to special AI's stat changes because they're only out by 20 to 60 points usually in excess of the 100 HP he's meant to have I've noticed one minor annoyance... Your "function": "riding" and "function": "ridden_by" aren't activating when I try to use them in "on death" spawned triggers, and on top of that if that is the case the mob will not appear at all even if I've got it set to weight 9000! then when I remove the riding function the mob will appear.
At first I thought it was the invisible bats or silverfish don't like being ridden by squids or they don't want to be invisible, but it's not the case...
I also thought possibly certain mobs would go into it cause I was writing them in wrong, I tried copy pasting, I tried double checking spelling ALLL over the config but turns out it was just the unfortunate riding functions being derp and I'm guessing hence causing it not to get parsed at all.
So...
*switch back to some happy music now*
Please fix it this also if it's not intended for it to not work in spawn on death functions! D: I really want Captain bones to explode into flying squids like a vampire who's meant to explode into bats.
EDIT:
Also, another thing I just ran into tonight. Can you make it so that theres a value you can set to true or false for mobs that spawn using the on death spawn drop to make them able to be ignored by mob properties running again?
because I've made a skeleton named "inquisitor clinks" who when he dies he basically respawns in super mode as a wither skeleton version and you fight him again.
When he dies cause I've got my weight levels to 9000 for clinks to spawn always so I can test him, the skeleton that takes his place as the spawned guy as super clinks is getting overwritten by the clinks that's meant to spawn normally cause he follows mob properties again and so now I've got an infinite looping boss who never dies unless I just go through a hundred skellies normally to find him to test him. >_<
And when I do find him if I'm unlucky he'll turn into a buffed version of one of the other guys I've got rather than the one I outlined in the spawn mob drop stats.
You're welcome. (for me testing and accidentally running into all this strangeness.
edit 2:
wow, another thingy. I've got a mod that lets me do save states of the world. Whenever I reload the savestate of one of my combat tests I notice the console get filled up with special AI spam saying: "Scan request rejected - Cap Reached!" any idea what it's about? it doesn't go away until I peaceful and everything goes away so I'm guessing something about spawn caps and your mod wanting to load AIs for stuff that already exists or something? Since it's only after a savestate reloads. It doesn't seem to cause lag, just console spam is usually a bad thing...
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Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
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Curse PremiumHaha, I guess that would be quite fast.
Epic. xD
Ahh, I see. Yep, this is why I only bumped it to beta and not a full release first.
The way all the drops functions work from in stats is they are saved to the entity's NBT and simply read when that entity is killed. The problem is that entities being ridden by something are no longer saved in NBT (instead, supposed to be saved with the rider). So, I guess as soon as you make them ridden, they are no longer saved and therefore no longer spawned. Should be an easy-ish fix, I hope.
You can set them to be unseen by Mob Properties by setting the NBT flag the mod uses to denote that the mob has already been initialized by Mob Properties. It's a little byte/boolean in ForgeData called "MP|Init" - setting it to 1/true will stop Mob Properties from applying any more stats to the entity.
Lol, thanks.
The console spam is okay, it just means you have too many mobs looking for stuff to destroy at the same time and is, in turn, rejecting their search requests. The console message will be disabled by default (plus, there will be an option to set the actual cap) in future versions, it's mostly just there to help you optimize the mod for your computer. You can make it happen less often by increasing the number of blocks they scan per tick and/or reducing their search range, but you should probably just ignore it, since it doesn't spam you normally.
A Dartcraft powersuit armored with atleast 3 or 4 blips of speed in it somewhere between the 4 pieces of armor then topped with a speed 5 wand boost? Yeah, it'd do that, and it gets even more extreme when you jump cause you build up momentum in the air a lot easier when using wing upgrades on it. I've been vsing most of my guys with dartcraft gear... and lets just say when Inquisitor Clinks in super mode gets me with an objection (aka, hits me in the face with his trumpcard piece of evidence, which is his weapon) holy crap, I know about it. From full armor shielding of dartcraft armor that negates even magic kinda stuff and is at 80% reduction he almost two shots me from 2 full HP bars... not to mention the wither ticks screw with my movement, so... yeah, skeletal Lawyers and Prosecutors, no joke. :3 atleast he's knockbackable, thats his one short coming. It's a pain his wither goes through my shield even if his strike deals no damage though. >_>
Did I do good? I like being different. :3
*starwars droid voice* Rogerroger. *ahem* Alright, I'll hold out for changes and stuff as you go then. So I just gotta drop the MP|init byte to 1 at the end of my stats array for his super mode spawn in the drops array and it'll be good right?
Ok, I'll try not to mind it then. It could be cause flatlands just spawning all the things and my testing facility being up in the sky... and cause eternally night so my "subjects of viewing" don't burn up when I go to work with them.
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Curse PremiumOuch, yeah DartCraft armor isn't the best as far as protection goes, but that speed and flying stuff is hard to beat. Rofl, murders you, but can be knocked back.
Yep, bugs are always good to find.
Yeah, should be good if you get it in the right spot. I'm not 100% sure on the position, but I think it's just in ForgeData. You may want to use your in game NBT thing to check, pretty much everything should have that tag set to 1.
Sounds like a good reason, lol. I don't do grinding. If something wants me to craft ten different things just to get one part for something I need, I just remove the mod and make something else. xD I like action and being able to explore caves and such.