Hey everyone, I've spent this morning creating the first version of this mod, AdvancedMobs 1.0.
This mod's main focus is changing the AI's for mobs, and adding new features, and improving old ones.
Main Features:
Skeletons have finite arrows and will pick them up, they have a default from 7-14 arrows.
Skeletons, if they run out of arrows, will go look for arrows in a 8 block radius.
Skeletons now have a chance to spawn with leather armor, a lower chance to have iron armor.
Skeletons, when they run out of arrows, and they see none nearby, they will pull out a sword and charge at you.
Skeletons and zombies will not burn if they have a chestplate and a helmet, and will burn for less time if they only have a helmet.
Zombies now have a chance to spawn with iron armor.
Zombies now have a chance to spawn with a stone sword.
Zombies will now run from sunlight, and will not go into sunlight, even to chase a player.
Zombies will now sprint at the player if they are within 8 blocks of the player. They will stop when they are within attacking range.
Zombie and Skeletons rare drops are improved.
Skeletons drop their remaining arrows.
You can pickup skeleton's arrows, and they can pickup yours.
Updates for version 1.1:
Creepers become charged when they walk over any redstone or glowstone
Slimes become magma slimes when in contact with fire, lava, redstone, glowstone, torches
Endermen now have a block pickup priority.
Spiders and Cave Spiders have a 12.5% chance to respawn on death.
Cave Spiders now spawn rarely in light level 2 or lower, and will spawn in jungle biomes, at light level 7 or lower.
Updates for version 1.2:
Creepers run faster when charged.
Creepers will explode when on fire.
Able to disarm skeletons and zombies(Shears for bow, Axe for Swords).
Creepers will explode faster when charged.
Charged Creepers will have a 25% chance to drop TNT
Use a shears to get bones from skeletons, axes for rotten flesh from zombies.
Creepers start their countdown when on fire.
Updates for version 1.3:
Shears now take durability when you hit a mob and it disarms them in some way.
Did some random variable rebalancing
Ability to defuse creepers and endermen with shears, a creeper has 50% chance to explode instantly, and a 50% chance to, when it explodes, do nothing. Endermen will not be able to teleport when sheared, There's not too much I can do, with the bugs this may cause, as AI's are hardcoded into Endermen, versus using the same AI's as other mobs. More to come on this later.'
In 1.2, I made skeletons able to break down doors, I've expanded on this by making it so Zombies and Skeletons will break down doors in Normal mode as well(You may need to get more iron ).
I feel I may have missed a feature or too, I coded most of this last night.
Updates for version 1.4:
Improved Door AI, Zombies and villagers use doors more easily.
Disarming improved.
Fire bugs fixed
Blazes can spawn in lava lakes.
Slimes have a 25% chance to poison players.
Armored mobs take twice the durability on your tools.
Slimes can swim.
Pigs over redstone,glowstone, or lit on fire will turn into zombie pigmen.
Silverfish on redstone will die.
Zombies with axes break down doors faster.
Villagers have a 50% chance to spawn as warriors, with either wooden swords or stone swords.
Smiths will always be warriors and have iron swords.
Warriors will not go inside at night.
Warriors will chase zombies.
Farmers when warriors, Will use a hoe and do one extra point of damage.
Priests cannot be warriors.
More misc bug fixes.
Creepers can knock down wooden doors!
Updates for 1.5:
Villagers attack all mobs.
Did a small update on the door AI
New Plank AI, Zombies with iron axes can break through planks and logs, later on, all wooden objects. HARD MODE only
Improved Warrior AI, More like iron golems.
Zombies and skeletons, when idle, will head towards and break nearby torches, could be useful for mob traps, 3 block radius They must be in the block to break this, later on I'll add a specific distance.
Some more bug fixes, took a while for the planks, so Not much else.
Updates for 1.6:
Librarians, that are warriors will carry around bows(and shoot them too!)
Zombies and skeletons will break glass panes/blocks
Zombies, skeletons, slimes will dance on crops(literally) Slimes are buggy on this, More to fix later
Improved plank breaking system, fixed lots of bugs
Zombies without axes or with, can break glass.
Zombies and Skeletons with axes can now break all wood items, fences, planks, logs, stairs ETC
Fixed Villager bugs when you reload the world, they would have hoes if their not a farmer.
Updates for 1.7:
Fixed Villager bugs
Fixed torch and breaking bugs.
Fixed animals and warrior villagers not moving/wandering/panicing.
If you attack a zombie, nearby ones will attack you greater than 16 blocks away until you kill one, but every time you hit one, the all come after you, killing them does NOT remove the aggro, just stops new ones from coming after you.
Fixed alot of more bugs.
Updates for 1.8:
Fixed lots of more bugs.
Added librarians ability to have bows.
Added fleeing for villagers and spiders.
Magma Cubes, die in water, may come for all nether mobs.
Magma Cubes when killed by water, drop 0-2 obsidian.
Every time you hit a Zombie Pigman, their attack goes up by one.
You can clip chicken's wings with shears to get feathers.
You can give 6 red or 1 brown mushroom to cows to get a mooshroom.
Pigs can also give leather as a loot.
Sheep have given porkchops as a drop for a while, forgot to mention.
Updates for 1.9:
Fixed a few bugs.
Zombie pigmen damage limited, can flee.
All mobs but spiders, endermen, and slimes, when they fall(5 blocks or more), will be paused for 2 seconds.
Villagers will now flee from player attacks.
If you shoot a mob from over 16 blocks away, they will come, versus just sitting there.
When hitting a Zombie/Zombie Pigman, with a axe, they have a 6.25% chance of dropping a iron ingot or gold nugget, only if they have armor.
A few minor features.
Plans for 2.0:
Would be SMP, I tried for 1.9, I have no knowledge on how to smp, even with tutorials, If someone would like to help, and receive credit, skype me at: max.bruce11
Send more ideas!
More to come!
Requires Modloader!
Version 1.9:
Download Advanced Mobs 1.9: http://www.mediafire...yh4njvj6vp070we
Just drop the files in here into your 1.2.5 minecraft.jar with modloader.
Make sure you delete your META-INF!
Pictures:
Have fun, comment on any bugs or suggestions you have!
Video Spotlight:
Banners created by Boboaluitz:
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (Maxwell Bruce, maximumtech, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission
epic use it with zombie awareness mod where zombies are smarter to sense where u r and if u get attacked blood will drip from u and zombies will find a path to u xD
Rollback Post to RevisionRollBack
"You wont be saying that on the other side of the TnT :3"
How do I install it?
OP doesn't say. And there's no readme.txt in the download.
UDPATE:
I tried both ways and only putting files into the .jar worked. (I have modloader. Doesn't everybody?)
The mod works fine with the other mods, including Better Than Wolves, the mod that's incompatible with everything. Something worth mentioning to the BTW crowd.
I've been following your mod from its early beginnings as BetterSkele.
Congrats on a good mod and a good idea.
Nice mod! When you say that the rare drops for skeletons and zombies are improved, what do you mean? Also, you might wanna polish up the thread a bit, so it's easier to read. Going to keep looking at this mod, bookmarked!
Nice mod! When you say that the rare drops for skeletons and zombies are improved, what do you mean? Also, you might wanna polish up the thread a bit, so it's easier to read. Going to keep looking at this mod, bookmarked!
the armored zombies and skeleton have a higher chance to drop armor. same as old but for each armor piece they have.
http://www.minecraftforum.net/topic/1461159-131advancedmobs-20-pr5-making-mobs-harder-and-smarterforgesmp/
Hey everyone, I've spent this morning creating the first version of this mod, AdvancedMobs 1.0.
This mod's main focus is changing the AI's for mobs, and adding new features, and improving old ones.
Main Features:
Skeletons have finite arrows and will pick them up, they have a default from 7-14 arrows.
Skeletons, if they run out of arrows, will go look for arrows in a 8 block radius.
Skeletons now have a chance to spawn with leather armor, a lower chance to have iron armor.
Skeletons, when they run out of arrows, and they see none nearby, they will pull out a sword and charge at you.
Skeletons and zombies will not burn if they have a chestplate and a helmet, and will burn for less time if they only have a helmet.
Zombies now have a chance to spawn with iron armor.
Zombies now have a chance to spawn with a stone sword.
Zombies will now run from sunlight, and will not go into sunlight, even to chase a player.
Zombies will now sprint at the player if they are within 8 blocks of the player. They will stop when they are within attacking range.
Zombie and Skeletons rare drops are improved.
Skeletons drop their remaining arrows.
You can pickup skeleton's arrows, and they can pickup yours.
Updates for version 1.1:
Creepers become charged when they walk over any redstone or glowstone
Slimes become magma slimes when in contact with fire, lava, redstone, glowstone, torches
Endermen now have a block pickup priority.
Spiders and Cave Spiders have a 12.5% chance to respawn on death.
Cave Spiders now spawn rarely in light level 2 or lower, and will spawn in jungle biomes, at light level 7 or lower.
Updates for version 1.2:
Creepers run faster when charged.
Creepers will explode when on fire.
Able to disarm skeletons and zombies(Shears for bow, Axe for Swords).
Creepers will explode faster when charged.
Charged Creepers will have a 25% chance to drop TNT
Use a shears to get bones from skeletons, axes for rotten flesh from zombies.
Creepers start their countdown when on fire.
Updates for version 1.3:
Shears now take durability when you hit a mob and it disarms them in some way.
Did some random variable rebalancing
Ability to defuse creepers and endermen with shears, a creeper has 50% chance to explode instantly, and a 50% chance to, when it explodes, do nothing. Endermen will not be able to teleport when sheared, There's not too much I can do, with the bugs this may cause, as AI's are hardcoded into Endermen, versus using the same AI's as other mobs. More to come on this later.'
In 1.2, I made skeletons able to break down doors, I've expanded on this by making it so Zombies and Skeletons will break down doors in Normal mode as well(You may need to get more iron ).
I feel I may have missed a feature or too, I coded most of this last night.
Updates for version 1.4:
Improved Door AI, Zombies and villagers use doors more easily.
Disarming improved.
Fire bugs fixed
Blazes can spawn in lava lakes.
Slimes have a 25% chance to poison players.
Armored mobs take twice the durability on your tools.
Slimes can swim.
Pigs over redstone,glowstone, or lit on fire will turn into zombie pigmen.
Silverfish on redstone will die.
Zombies with axes break down doors faster.
Villagers have a 50% chance to spawn as warriors, with either wooden swords or stone swords.
Smiths will always be warriors and have iron swords.
Warriors will not go inside at night.
Warriors will chase zombies.
Farmers when warriors, Will use a hoe and do one extra point of damage.
Priests cannot be warriors.
More misc bug fixes.
Creepers can knock down wooden doors!
Updates for 1.5:
Villagers attack all mobs.
Did a small update on the door AI
New Plank AI, Zombies with iron axes can break through planks and logs, later on, all wooden objects. HARD MODE only
Improved Warrior AI, More like iron golems.
Zombies and skeletons, when idle, will head towards and break nearby torches, could be useful for mob traps, 3 block radius They must be in the block to break this, later on I'll add a specific distance.
Some more bug fixes, took a while for the planks, so Not much else.
Updates for 1.6:
Librarians, that are warriors will carry around bows(and shoot them too!)
Zombies and skeletons will break glass panes/blocks
Zombies, skeletons, slimes will dance on crops(literally) Slimes are buggy on this, More to fix later
Improved plank breaking system, fixed lots of bugs
Zombies without axes or with, can break glass.
Zombies and Skeletons with axes can now break all wood items, fences, planks, logs, stairs ETC
Fixed Villager bugs when you reload the world, they would have hoes if their not a farmer.
Updates for 1.7:
Fixed Villager bugs
Fixed torch and breaking bugs.
Fixed animals and warrior villagers not moving/wandering/panicing.
If you attack a zombie, nearby ones will attack you greater than 16 blocks away until you kill one, but every time you hit one, the all come after you, killing them does NOT remove the aggro, just stops new ones from coming after you.
Fixed alot of more bugs.
Updates for 1.8:
Fixed lots of more bugs.
Added librarians ability to have bows.
Added fleeing for villagers and spiders.
Magma Cubes, die in water, may come for all nether mobs.
Magma Cubes when killed by water, drop 0-2 obsidian.
Every time you hit a Zombie Pigman, their attack goes up by one.
You can clip chicken's wings with shears to get feathers.
You can give 6 red or 1 brown mushroom to cows to get a mooshroom.
Pigs can also give leather as a loot.
Sheep have given porkchops as a drop for a while, forgot to mention.
Updates for 1.9:
Fixed a few bugs.
Zombie pigmen damage limited, can flee.
All mobs but spiders, endermen, and slimes, when they fall(5 blocks or more), will be paused for 2 seconds.
Villagers will now flee from player attacks.
If you shoot a mob from over 16 blocks away, they will come, versus just sitting there.
When hitting a Zombie/Zombie Pigman, with a axe, they have a 6.25% chance of dropping a iron ingot or gold nugget, only if they have armor.
A few minor features.
Plans for 2.0:
Would be SMP, I tried for 1.9, I have no knowledge on how to smp, even with tutorials, If someone would like to help, and receive credit, skype me at: max.bruce11
Send more ideas!
More to come!
Requires Modloader!
Version 1.9:
Download Advanced Mobs 1.9: http://www.mediafire...yh4njvj6vp070we
Just drop the files in here into your 1.2.5 minecraft.jar with modloader.
Make sure you delete your META-INF!
Pictures:
Have fun, comment on any bugs or suggestions you have!
Video Spotlight:
Banners created by Boboaluitz:
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (Maxwell Bruce, maximumtech, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission
*Vekh beats Mr. senseless*
Awesome mod! Mr. agrees!
Just like survival test
Sure! That'd be great, I'd put it the main thread. Be sure to mention that SMP is coming soon.
Will do I'll get working on it right away!
Bah, My recorder is on the frits right now. I can't get anything up >_<, Sorry about that, I'm still totally going to use this mod though!
OP doesn't say. And there's no readme.txt in the download.
UDPATE:
I tried both ways and only putting files into the .jar worked. (I have modloader. Doesn't everybody?)
The mod works fine with the other mods, including Better Than Wolves, the mod that's incompatible with everything. Something worth mentioning to the BTW crowd.
I've been following your mod from its early beginnings as BetterSkele.
Congrats on a good mod and a good idea.
Curious as to what improvements were made...
the armored zombies and skeleton have a higher chance to drop armor. same as old but for each armor piece they have.