Well, the PZ 1.3a update is out folks! Please see the change log for details. I'll be releasing another update very soon which would contain some more of the stuff that I said I'll include in my previous announcement.
Ah I was wondering why we did not see this issue. There are only two of us, but we play on a dedicated linux based server. Just offloading the server elsewhere nets us an extra 10 or so FPS at least not to mention much faster chunk loading. Sticking it on a RAM drive was the icing on the cake. I notice I get better performance when I play on the server than when I play single player.
Regarding the unfeasible amount of lag some people are suffering on 1.7.10, for those of you experiencing lots and lots of lag - its not primarily a Project Zulu or any other mod issue - it is a vanilla problem that is caused by block-relight calculations when chunks are unloaded on the client-side - mods merely exacerbate this problem until it becomes unplayable (anything that causes changes in a chunk). Meaning, there is nothing at all that modders can do about the problem -- apparently it is a 'known issue' with 1.7.10. (info courtesy of Shadowmage on the AW mod)
Any mods that add world-gen will make the problem worse, but there is nothing any of the authors can do to fix it.
Ah I was wondering why we did not see this issue. There are only two of us, but we play on a dedicated linux based server. Just offloading the server elsewhere nets us an extra 10 or so FPS at least not to mention much faster chunk loading. Sticking it on a RAM drive was the icing on the cake. I notice I get better performance when I play on the server than when I play single player.
Oh my, more advice on MC stability.... thank you as well.
EDIT:
Could I set the aggro level to 0 and aggro range + flight chance to above zero to make a mob only flee from me in some situations?
If you want a mob to make it flee most of the time, just set it to 10, the dice roll mechanics for the AFF is between 1 to 100. The 16D value btw is I think the vanilla aggro range. Setting the either the aggroLevel to 0 or aggroRange to 0 will disable the AFF setup.
EDIT : Updated feature section for clarification, sorry folks.
With 10/100 there's still a chance that the mob will attack instead of fleeing right?
Would hate to encounter an aggressive Giraffe for example. But there should be a chance that it flees from the player.
Yes. Having an aggroLevel of 10 will give it a slim chance of being aggressive, you could set it to 1 for a really far off chance to attack. If you hate an aggressive giraffe, try it with a duck.
To make it stop attacking just get out of the aggroRange real quick or hide or fly (if you can).
Hmm, after the update, sandworms look like this...
On it, fix will be released in a few minutes.
EDIT: PZ 1.3a re-uploaded, contains fix for missing Sandworm texture when Sandworm is idle/hidden. Kindly redownload. My apologies to everyone for the inconvenience.
I really think it would make sense to be able to set AggroLevel to 0 while leaving FlightChance above zero. Some animals simple will never fight, just run.
Another problem I encountered in PZ 1.2: Can you think of a reason Minotaurs arent spawned in Labyrinths? I am using JAS 0.14.10 with Compatibility Addon.
a Minotaaaaaauuuuur?
Labyrinths? I have seen neither of these yet! Where do they spawn?
Actually I don't use JAS or any spawner mods, and now that I think of it, I don't recall seeing minotaurs or haunted armour in the labyrinth structures recently either. Just mimics and lots of zombies.
Just to clarify, they are the stone brick structures that spawn underground with a staircase leading to the surface and lots of cobwebs in them, right? (Or are there multiple structures like that?)
Not sure what the blink is for? I posted the info here because PZ has World Gen changing features - labyrinth, cathedral, pyramid, graveyards, oasis, aloe vera, and various plant decorations that all contribute to that lag build up described. Since PZ lag was being discussed earlier in the thread I thought it worth pointing out where the real problem was, and a possible work around for it.
Hey there MohawkyMagoo. My sincere apologies for my rather ambiguous or rather negative leaning "blinking" but it was meant to represent my reaction when I used the "patch" mod itself and saw a obvious improvements in performance. It was like ... "huh? what the... it's running better indeed" look. The blinking was the closest to my facial reaction I guess.
And thank you for your wonderful recommendation. Looking forward to more of your comments and advice. Cheers!
I fixed the minotaurs by editing the file ProjectZuluTerrainFeature.cfg.
There's a line under the tags "large" -> "labyrinth" -> "general" S:SpawnerEntitites= NONE-4,Zombie-4
Just replace "NONE" with "ProjectZulu|Core.Minotaur" and they should appear in Labyrinths again.
@Soultek:
Would you consider my above suggestion about the Fight'n Flight system for the next update? I think it's not much of a change in code but would help alot making players feel more comfortable when near peaceful animals.
Great spotting there Zothen. I'll make those changes of yours permanent. As for your suggestion, I'm done with the coding and including it in the next release.
I'm using the latest drop of PZ (13a) and I'm seeing some odditiies with the spawning. Our main base is on a Canyon Ravine and when the sun comes up dozens of mummys and mummy pharaohs are spawning. Also in the nearby deserts I see very large packs (over a dozen in a group) of camels.
I've altered the configs to stop the mummy's and pharaohs from spawning in the Canyon/Canyon Ravine biomes but why would there be so many spawning? I thought about using JAS to control the spawning but if you use JAS then the Not Enough Items monster spawn overlay feature doesn't work any longer so I can't tell where to put lights.
The PZ configs say the spawns should be limited to like 4 but I was having so many I would fly around with splash potions of healing to take them all out.
I'm using the latest drop of PZ (13a) and I'm seeing some odditiies with the spawning. Our main base is on a Canyon Ravine and when the sun comes up dozens of mummys and mummy pharaohs are spawning. Also in the nearby deserts I see very large packs (over a dozen in a group) of camels.
I've altered the configs to stop the mummy's and pharaohs from spawning in the Canyon/Canyon Ravine biomes but why would there be so many spawning? I thought about using JAS to control the spawning but if you use JAS then the Not Enough Items monster spawn overlay feature doesn't work any longer so I can't tell where to put lights.
The PZ configs say the spawns should be limited to like 4 but I was having so many I would fly around with splash potions of healing to take them all out.
I'll go check the issue about the mass spawning of mummies and pharaohs. As for the camels, PZ 1.3a doesn't have them. Are you using any other mob spawner mods?
I'm wondering what the *right* way is to disable mutton drop from sheep, please. I'm using Harvestcraft and didn't want a ton of mutton so I went into the PZ config and set
I'm wondering what the *right* way is to disable mutton drop from sheep, please. I'm using Harvestcraft and didn't want a ton of mutton so I went into the PZ config and set
Noted! I'll be releasing the fix for this issue in the next release. The next release will be mid this week.
[quote=Nozgo;/members/Nozgo;/forums/mapping-and-modding/minecraft-mods/2185602-better-overworld-aka-project-zulu-v1-3a?comment=134]So glad to see this carried on. If kept up as well as it has been started, this will quickly become my FAV mob mod!!! Thanx Tons!!!
I'll do my best not to let you nor anyone using the mod down. Thank you for you continued support.
I'm wondering what the *right* way is to disable mutton drop from sheep, please. I'm using Harvestcraft and didn't want a ton of mutton so I went into the PZ config and set
Also getting the millions of mummies thing. Not literally millions, but the pharoahs are spawning everywhere, constantly. And this is on a server that has yet to even find a single desert biome.
Also getting the millions of mummies thing. Not literally millions, but the pharoahs are spawning everywhere, constantly. And this is on a server that has yet to even find a single desert biome.
Ok. I have implemented a fix on this as well. Hmmm, methinks I need to release the update sooner that I would have wanted. Oh well. The PZ1.3b will be released no later than tomorrow evening. Hopefully other issues do crop up so that I can find and implement a fix before then. Thank you for your feedback.
Goood! Goooooooooood!
The "mod patch" looks interesting. Thanks for sharing the info.
Oh my, more advice on MC stability.... thank you as well.
If you want a mob to make it flee most of the time, just set it to 10, the dice roll mechanics for the AFF is between 1 to 100. The 16D value btw is I think the vanilla aggro range. Setting the either the aggroLevel to 0 or aggroRange to 0 will disable the AFF setup.
EDIT : Updated feature section for clarification, sorry folks.
Yes. Having an aggroLevel of 10 will give it a slim chance of being aggressive, you could set it to 1 for a really far off chance to attack. If you hate an aggressive giraffe, try it with a duck.
To make it stop attacking just get out of the aggroRange real quick or hide or fly (if you can).
Enraged ducks is more like it. Although we can make the ducks tameable ... in a way. But who would want a 100 war ducks...
On it, fix will be released in a few minutes.
EDIT: PZ 1.3a re-uploaded, contains fix for missing Sandworm texture when Sandworm is idle/hidden. Kindly redownload. My apologies to everyone for the inconvenience.
a Minotaaaaaauuuuur?
Labyrinths? I have seen neither of these yet! Where do they spawn?
Just to clarify, they are the stone brick structures that spawn underground with a staircase leading to the surface and lots of cobwebs in them, right? (Or are there multiple structures like that?)
Hey there MohawkyMagoo. My sincere apologies for my rather ambiguous or rather negative leaning "blinking" but it was meant to represent my reaction when I used the "patch" mod itself and saw a obvious improvements in performance. It was like ... "huh? what the... it's running better indeed" look. The blinking was the closest to my facial reaction I guess.
And thank you for your wonderful recommendation. Looking forward to more of your comments and advice. Cheers!
Great spotting there Zothen. I'll make those changes of yours permanent. As for your suggestion, I'm done with the coding and including it in the next release.
And I shall add the Haunted Armour to the permanent fix for the Labyrinth mobs as well.
I've altered the configs to stop the mummy's and pharaohs from spawning in the Canyon/Canyon Ravine biomes but why would there be so many spawning? I thought about using JAS to control the spawning but if you use JAS then the Not Enough Items monster spawn overlay feature doesn't work any longer so I can't tell where to put lights.
The PZ configs say the spawns should be limited to like 4 but I was having so many I would fly around with splash potions of healing to take them all out.
I'll go check the issue about the mass spawning of mummies and pharaohs. As for the camels, PZ 1.3a doesn't have them. Are you using any other mob spawner mods?
B:"MuttonCooked isEnabled"=false
B:"MuttonRaw isEnabled"=false
then I went back in game, whacked a sheep and
Time: 22/09/14 6:11 AM
Description: Ticking memory connection
java.lang.IllegalStateException: Optional.get() cannot be called on an absent value
at com.google.common.base.Absent.get(Absent.java:47)
at com.stek101.projectzulu.common.mobs.ChangeVanillaDrops.onEvent(ChangeVanillaDrops.java:28)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_802_ChangeVanillaDrops_onEvent_LivingDropsEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:139)
at net.minecraftforge.common.ForgeHooks.onLivingDrops(ForgeHooks.java:296)
at net.minecraft.entity.EntityLivingBase.func_70645_a(EntityLivingBase.java:937)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:853)
at net.minecraft.entity.passive.EntityAnimal.func_70097_a(SourceFile:145)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1232)
at net.minecraft.network.NetHandlerPlayServer.func_147340_a(NetHandlerPlayServer.java:816)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:55)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:10)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.google.common.base.Absent.get(Absent.java:47)
at com.stek101.projectzulu.common.mobs.ChangeVanillaDrops.onEvent(ChangeVanillaDrops.java:28)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_802_ChangeVanillaDrops_onEvent_LivingDropsEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:139)
at net.minecraftforge.common.ForgeHooks.onLivingDrops(ForgeHooks.java:296)
at net.minecraft.entity.EntityLivingBase.func_70645_a(EntityLivingBase.java:937)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:853)
at net.minecraft.entity.passive.EntityAnimal.func_70097_a(SourceFile:145)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1232)
at net.minecraft.network.NetHandlerPlayServer.func_147340_a(NetHandlerPlayServer.java:816)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:55)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:10)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@be91011
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
I'll do my best not to let you nor anyone using the mod down. Thank you for you continued support.
Noted. The fix for this will be released by mid week. Thank you for your patience.
Ok. I have implemented a fix on this as well. Hmmm, methinks I need to release the update sooner that I would have wanted. Oh well. The PZ1.3b will be released no later than tomorrow evening. Hopefully other issues do crop up so that I can find and implement a fix before then. Thank you for your feedback.