Releasing the Snow Mod I showed off awhile ago. I think its stable now. Still kinda resource intensive. Not sure I'll ever be able to get that down any more than I already have. Due to the aforementioned performance isses I've elected not to include in PZ. If people show interest I'll keep it updated / add more options as requested.
The mod works by adding a custom snow block that, when snowing, will grow. On new World/chunk generation it replaces all vanilla snow with the exception of on leaves and wood with the new snow.
Warning: This mod is resource intensive. There are config options to control height of snow and update/growth rate. The only way to remove the snow is with a program like MCEdit.
A ton of ways to customize each displayed item were added via the config. It can show a graphical bar or a counter to represent amount or durability of the tracked item.
It now also displays the number of arrows in the players inventory and up to 3 additional items (turned off by default, add desired itemID to track to config) in two different formats. Format 1 is counting the number of that item in the inventory and format 2 is displaying the damage/health left of the first item of that type in the inventory.
Config Breakdown for Generic Item (Same Rules apply for fixed Items, though they won't have as many options):
displayGenericItem1 : Sets whether this item is displayed
genericItem1ShiftedID : The shifted ID of the item to be displayed
trackingTypeGenericItem1 : Tracking Type, 0 is for counting, 1 is for damage
horizontalOffsetFromMiddleGenericItem1 : Offset of Diplay from center of screen
verticalOffsetFromBottomGenericItem1 : Offset of Diplay from bottom of screen
displayStyleGenericItem1 : 0 is to diplay colored bar, 1 is for counter , 2 is for both
fontColorGenericItem1 : color of counter string
horizontalStringOffsetGenericItem1 : Offset of Counter String, Horizontal
verticalStringOffsetGenericItem1 : Offset of Counter String, Vertical
maxOfGenericItem1 : Number used for colored bar for reference, anything more than this will show as full bar
Herd behaviour isn't implemented yet. I've only implemented the light-aversion: they should favour low-unnatural-light areas. Though I had some issues getting it actually effective which I should be able to fix it in the next version (along with hopefully effective "herding").
Did you try blowing up creeper near a mammoth?
I'll try reducing Tree Ent further (I've actually implemented the secondarySpawnRate in the config if you want to try it).
I can easily increase the Jaw animation, or more accurately I can increase the amount the top jaw Rotates up. I'll keep the comping in mind (I assume you mean a constant chomping?). I tried to make a chomp sound which should play whenever he is hurt.
I can remove that (its basically the "aggro" system the armadillos use). I wasn't sure which way would be better. Technically they do go back to their idle state after awhile. They go from "attacking" --> "Looking (if They kill or lose their target)" --> "Idle (When there anger runs out)". It can take awhile though, I'm also thinking that I forget to tell it to actually look for a target when its in its looking phase, which I'll fix.
Snow Mod v0.3.1. Fixed a bug in the Snow Mod. Config variables were not assigned properly and thus did nothing, they should now work as intended.
In other news, I've worked the Extra biomes XL mod into my dev environment and the next version will definetly include Extra Biome Mob spawns. It'll automatically add mob spawns (see below) to the appropriate biomes if you have the Extra Biomes installed and the Mob Package. Let me know if you think I've missed any or some don't belong. There will also be a standalone mob package for those who just want the mobs.
Thanks for the spawn list, I'll go through and compare it to mine. The mammoths are 'supposed to' to run when a creeper explodes. Its pretty buggy atm and even in testing I could only make it happen once or twice on any given mammoth. Its probably something simple that I'm forgetting to turn off but I didn't wan't to spend to much time on it given more pressing features (invisible vulture army )
As proof, see video. Video doesn't show it, but I did do a second creeper explosion and they didn't respond. Its more proof of concept and something I'll build on as time goes on.
As for Extramobs , definitely worth a look. I'll try contacting the dev and see what he's thinking.
Yes, its a work in progress. Its good to hear they're not bugging, now I'll need to create rudimentary path finding and then I can start creating more birds.
This update took a little longer than expected. This was due to me switching focus midway through its creation form creating some mob creatures to creating a bad-ass pyramid. It spawns in Deserts (not desert hills). Obviously it doesn't spawn on water, images for demonstrating purposes only
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I've also added ExtraBiome support: mobs will naturally spawn in appropriate biomes if extra biomes is installed. Huzzah!
Couple smaller changes as well. Pharaoh boss is now considered undead. Mimics do not aggro nearby mimics when attacked and their mouth animation opens wider.
For those wanting just a mobs package, I've broken everything out into 4 packages: Core, Blocks, Mobs, and World. This is essentially experimental at this point, let me know if anything doesn't work. Everything requires the 'Core' package, but is otherwise independent, with obvious limitations: for the mobs to drop items in Block, both the mob and Block package be installed.
Fix is uploaded. For those who downloaded the individual package you should only need to re download the Core package.
There are spawn controls in the mod so you can turn off my mobs. I don't know what more support I can do.
Also for those who are using old configs, the new version Config file has changed the mob controls from General to A custom Tag "Mob Controls". It should generate in your old config. Just remember that the ones under general don't do anything.
So does that mean that the concentration can now switch to adding new mobs / animals to expand the biomes?
Next couple versions will be adding more mobs.
Ahhh - just loaded the update and got "Forge Mod loader has found a problem with your minecraft installation. The mods and versions listed below could not be found: Project Zulu:Blocks : any"
I assume this this was with the PZ world package installed? I've uploaded a fix for that file. If it was something else let me know what packages you have installed.
Project Zulu has now graduated to v 0.3.1, you can find it over here or in download section in OP.
This update is pretty much just several new mobs: Crocodile, Beaver, Frogs, Penguins, and Bears (Black, brown, and polar). I also fixed the bug that caused the Night bloom to stay open after the first night. Enjoy!
Project Zulu has now graduated to v 0.3.1, you can find it over here or in download section in OP.
This update is pretty much just several new mobs: Crocodile, Beaver, Frogs, Penguins, and Bears (Black, brown, and polar). I also fixed the bug that caused the Night bloom to stay open after the first night. Enjoy!
Mob Pics in Spoiler
Nice work! Works perfectly so far. Kid's love the mobs. Thank You!!
Kids adore the frogs and penguins. Crocs are great but dont seem to attack anyone, and they dont swim through the water, just remain on one spot yo-yoing up and down like demented jack in a boxes. Had this before with the Plesiosaurs from the Fossils and Archaeology mod. All the desert stuff is still working well. Havent seen any bears yet.
Yea, Crocs are currently passive. I was thinking of making them hostile when in water. I'll look into Croc YoYo.
One thing on spawn rates - i'm still getting way too many treents spawning - - 8 or 9 at a time in a small area. for something thats supposed to be uncommon, there are more of them than sheep or cows might want to look at this still.
Similarly, dont know why, or which mod is responsible, but the CustomNPC village militia now think the PZ frogs are more dangerous than creepers, zombies etc. "Sergeant shall we attack the zombies?" "No lads, lets all charge after this one frog instead!" "Charge!" Its quite comical to watch.
Yea, Its the monster type. I'll re-evaluate some of them.
By the way - did you do anything with block / item ID's? I'm getting blocks of tumbleweed and open nightblooms spawning as blocks in dungeons underground - replacing two of the ores in PAMS mod - whilst conversely two of her ores are replacing nightblooms on the surface? It all looks very odd.
That is indeed very odd. Haven't done anything to the item ID's. What are the IDs of the blocks involved (and default value of Pams if you've changed them)?
The mod works by adding a custom snow block that, when snowing, will grow. On new World/chunk generation it replaces all vanilla snow with the exception of on leaves and wood with the new snow.
Warning: This mod is resource intensive. There are config options to control height of snow and update/growth rate. The only way to remove the snow is with a program like MCEdit.
Download: Armor Bar Mod v0.3.0
A ton of ways to customize each displayed item were added via the config. It can show a graphical bar or a counter to represent amount or durability of the tracked item.
It now also displays the number of arrows in the players inventory and up to 3 additional items (turned off by default, add desired itemID to track to config) in two different formats. Format 1 is counting the number of that item in the inventory and format 2 is displaying the damage/health left of the first item of that type in the inventory.
Config Breakdown for Generic Item (Same Rules apply for fixed Items, though they won't have as many options):
Herd behaviour isn't implemented yet. I've only implemented the light-aversion: they should favour low-unnatural-light areas. Though I had some issues getting it actually effective which I should be able to fix it in the next version (along with hopefully effective "herding").
Did you try blowing up creeper near a mammoth?
I'll try reducing Tree Ent further (I've actually implemented the secondarySpawnRate in the config if you want to try it).
I can easily increase the Jaw animation, or more accurately I can increase the amount the top jaw Rotates up. I'll keep the comping in mind (I assume you mean a constant chomping?). I tried to make a chomp sound which should play whenever he is hurt.
I can remove that (its basically the "aggro" system the armadillos use). I wasn't sure which way would be better. Technically they do go back to their idle state after awhile. They go from "attacking" --> "Looking (if They kill or lose their target)" --> "Idle (When there anger runs out)". It can take awhile though, I'm also thinking that I forget to tell it to actually look for a target when its in its looking phase, which I'll fix.
Glad you're enjoying them.
In other news, I've worked the Extra biomes XL mod into my dev environment and the next version will definetly include Extra Biome Mob spawns. It'll automatically add mob spawns (see below) to the appropriate biomes if you have the Extra Biomes installed and the Mob Package. Let me know if you think I've missed any or some don't belong. There will also be a standalone mob package for those who just want the mobs.
Extra Biome Mob Spawning Breakdown:
Armadillo
-Mountain Desert
-Savanna
-Mountain Ridgee
SandWorm
-Mountain Desert
Lizard
-Savanna
-Mountain Desert
Vulture
-Savvana
-Mountain Desert
-Wasteland
-Mountain Ridge
TreeEnt
-Alpine
-Mountain Taiga
-Snow Forest
-Snow Rain Forest
Mammoth
-Tundra
-Ice Wasteland
-Glacier
Fox
-Alpine
-Autumn Woods
-Birch Forest
-Forested Island
-Forested Hills
-Green Hills
-Mountain Taiga
-Pine Forest
-Rain Forest
-Redwood Forest
-Redwood Lush
-Snow Forest
-Snow Rain Forest
-Temporate Rain Forest
-Woodlands
Boar
-Alpine
-Mountain Taiga
-Snow Rain Forest
As proof, see video. Video doesn't show it, but I did do a second creeper explosion and they didn't respond. Its more proof of concept and something I'll build on as time goes on.
As for Extramobs , definitely worth a look. I'll try contacting the dev and see what he's thinking.
This update took a little longer than expected. This was due to me switching focus midway through its creation form creating some mob creatures to creating a bad-ass pyramid. It spawns in Deserts (not desert hills). Obviously it doesn't spawn on water, images for demonstrating purposes only
I've also added ExtraBiome support: mobs will naturally spawn in appropriate biomes if extra biomes is installed. Huzzah!
Couple smaller changes as well. Pharaoh boss is now considered undead. Mimics do not aggro nearby mimics when attacked and their mouth animation opens wider.
For those wanting just a mobs package, I've broken everything out into 4 packages: Core, Blocks, Mobs, and World. This is essentially experimental at this point, let me know if anything doesn't work. Everything requires the 'Core' package, but is otherwise independent, with obvious limitations: for the mobs to drop items in Block, both the mob and Block package be installed.
Edit: Found the problem, will update with fix within the hour.
There are spawn controls in the mod so you can turn off my mobs. I don't know what more support I can do.
Also for those who are using old configs, the new version Config file has changed the mob controls from General to A custom Tag "Mob Controls". It should generate in your old config. Just remember that the ones under general don't do anything.
Next couple versions will be adding more mobs.
I assume this this was with the PZ world package installed? I've uploaded a fix for that file. If it was something else let me know what packages you have installed.
Game designer, forum stalker.
This update is pretty much just several new mobs: Crocodile, Beaver, Frogs, Penguins, and Bears (Black, brown, and polar). I also fixed the bug that caused the Night bloom to stay open after the first night. Enjoy!
Mob Pics in Spoiler
Yea, Crocs are currently passive. I was thinking of making them hostile when in water. I'll look into Croc YoYo.
Yea, I'll fix that.
Yea, Its the monster type. I'll re-evaluate some of them.
Hadn't really thought about it. I like the idea.
Definitely possible and will do. I have been meaning to add a generic food scrap item, as I like the idea of most mobs dropping some kind of food.
That is indeed very odd. Haven't done anything to the item ID's. What are the IDs of the blocks involved (and default value of Pams if you've changed them)?