That's great to hear! By the way, my house is done being tented, so i can work on the texture. It should be done by tomorrow. Also, i think you should make a map to go along with this whole thing. For example, put all of the structures in the save near each other, make it like mine1z1. (Its a server, check it out it play.mine1z1.com its a lot of fun) As for the characters, i would really like to see something like an extreme survivalist, like someone who is always prepared for zombies, and spawns in a cool bunker that has tons of food and supplies. Also, can you add a config to the mod so we can increase or decrease the rarity of structures?
That's great to hear! By the way, my house is done being tented, so i can work on the texture. It should be done by tomorrow. Also, i think you should make a map to go along with this whole thing. For example, put all of the structures in the save near each other, make it like mine1z1. (Its a server, check it out it play.mine1z1.com its a lot of fun) As for the characters, i would really like to see something like an extreme survivalist, like someone who is always prepared for zombies, and spawns in a cool bunker that has tons of food and supplies. Also, can you add a config to the mod so we can increase or decrease the rarity of structures?
I can definitely add the survivalist, and I can look into the config file stuff, it should be fairly simple. I might not make a map, persay, as it could remove some of the adventure aspect of the game, but most of the characters I've added spawn in or near a structure of some sort, so I could make it so that a bunch of abandoned (or non-abandoned) cities and building generate near spawn and eventually I could make it so that they create a sort of giant apocalypse world (with trains and waterways connecting different cities and things like that), with world-to-world consistent buildings but varied terrain. Would that be good?
yes, that would be great! also, i discovered that the mobs ARE visible if i only use your mod. I'm in the process of finding the one "bad bulb in a string of lights" One idea i would suggest is for mod reviewers, where you can spawn in structures, so they don't have to travel so far just to show it off. thanks for this awesome mod, it really is the highlight of my personal mod pack!
Thanks! I got the config file working, so they could potentially just turn up spawn rate a substantial amount to find structures, and, as well, some of the custom characters I am creating spawn inside some of the generated structures. And I'm glad that you've been able to figure out that the rendering was a mod conflict. Thanks so much, once you tell me what mod it is I will almost certainly be able to fix or at least make a workaround for the problem.
i LOVE the new update, but one thing. its a bit unfair to make tents uncraftable, only can be gotten out of bonus chests, and only have one use.
i think that tents should either go back to infinite usage, or make them craft able. what do you think?
I've tried to make them craftable, but for whatever reason the recipe wasn't working.
Wait, never mind, I figured it out. Turns out I was referencing the door block in the recipe, when really it should have been the door item. Would it be okay if I put the fix in the next update? It would be much easier that way, but if tents really matter to you I can release a patch, it's just a bit tedious to release a new version.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/11/2011
Posts:
50
Minecraft:
NeonX
Member Details
I'm just thinking here, not asking for new features. Can you imagine a revamped hunger/thirst system with this? Maybe an injury scale using new potion effects (broken bones, bleeding, infected) and a barricade system would make this over the top. I do think that the Z-1s should be able of breaking down wooden doors regardless of difficulty, just to have that nightmare siege scenario happen.
Like I said, just thinking aloud. Grabbing the update now, and thanks again for all of your hard work and headaches.
I'm just thinking here, not asking for new features. Can you imagine a revamped hunger/thirst system with this? Maybe an injury scale using new potion effects (broken bones, bleeding, infected) and a barricade system would make this over the top. I do think that the Z-1s should be able of breaking down wooden doors regardless of difficulty, just to have that nightmare siege scenario happen.
Like I said, just thinking aloud. Grabbing the update now, and thanks again for all of your hard work and headaches.
I can definitely do the injury effects. I can look into the zombies breaking down doors, but I think the only way to do that without making a whole lot of complicated custom AI would be to make it so zombies can open doors.
I'm just thinking here, not asking for new features. Can you imagine a revamped hunger/thirst system with this? Maybe an injury scale using new potion effects (broken bones, bleeding, infected) and a barricade system would make this over the top. I do think that the Z-1s should be able of breaking down wooden doors regardless of difficulty, just to have that nightmare siege scenario happen.
Like I said, just thinking aloud. Grabbing the update now, and thanks again for all of your hard work and headaches.
Actually, I figured out a way to get the zombies to break doors on any difficulty. It will be included in the next update.
working with wytch's idea, you should add some more medical supplies to the mod, and big idea! One of the structures should be a hospital. the hospital would have chests full of medical supplies , and there would be a doctor that spawned in there, and you could trade rotten flesh for medical supplies!
working with wytch's idea, you should add some more medical supplies to the mod, and big idea! One of the structures should be a hospital. the hospital would have chests full of medical supplies , and there would be a doctor that spawned in there, and you could trade rotten flesh for medical supplies!
consider it
Sure thing, I have actually already developed this (minus the doctor that trades) for the next update.
That's great to hear! By the way, my house is done being tented, so i can work on the texture. It should be done by tomorrow. Also, i think you should make a map to go along with this whole thing. For example, put all of the structures in the save near each other, make it like mine1z1. (Its a server, check it out it play.mine1z1.com its a lot of fun) As for the characters, i would really like to see something like an extreme survivalist, like someone who is always prepared for zombies, and spawns in a cool bunker that has tons of food and supplies. Also, can you add a config to the mod so we can increase or decrease the rarity of structures?
I can definitely add the survivalist, and I can look into the config file stuff, it should be fairly simple. I might not make a map, persay, as it could remove some of the adventure aspect of the game, but most of the characters I've added spawn in or near a structure of some sort, so I could make it so that a bunch of abandoned (or non-abandoned) cities and building generate near spawn and eventually I could make it so that they create a sort of giant apocalypse world (with trains and waterways connecting different cities and things like that), with world-to-world consistent buildings but varied terrain. Would that be good?
yes, that would be great! also, i discovered that the mobs ARE visible if i only use your mod. I'm in the process of finding the one "bad bulb in a string of lights" One idea i would suggest is for mod reviewers, where you can spawn in structures, so they don't have to travel so far just to show it off. thanks for this awesome mod, it really is the highlight of my personal mod pack!
Thanks! I got the config file working, so they could potentially just turn up spawn rate a substantial amount to find structures, and, as well, some of the custom characters I am creating spawn inside some of the generated structures. And I'm glad that you've been able to figure out that the rendering was a mod conflict. Thanks so much, once you tell me what mod it is I will almost certainly be able to fix or at least make a workaround for the problem.
Found a fortified town, it appears that the growing tomatoes' texture isn't working. Odd.
Do you have any other mods installed?
If not, I know occasionally armour/block textures don't work due to some problem with forge.
Okay, after about 2 hours of work, and almost throwing my computer at the wall, these are the five main mods that stop the texture from rendering.
worldoverhaul-1.8-6_1.jar
CyanosWonderfulWands-1.6.1-2.jar
/butterflymania-1.8-1.4.jar
assassincraft-MineCreed-1.3-MC-1.8.jar
AdInferos5B15D.jar
Nope, clean .jar for your mod.
also, when you release the new update, will it have the fix so the fallout mod can be used as well?
I'll make entity IDs configurable in the mod config file, so you can mess around with the values to find one that works.
So yes, that should allow both mods to be used together
any idea of when the new update is ready?
looked like a fun mod but 2 hits from a z1 zombie and your dead... i like to make my survival games more fun but this was overkill.
Though i wish you mod plenty of downloads.
A new update has been released. Enjoy
i LOVE the new update, but one thing. its a bit unfair to make tents uncraftable, only can be gotten out of bonus chests, and only have one use.
i think that tents should either go back to infinite usage, or make them craft able. what do you think?
I've tried to make them craftable, but for whatever reason the recipe wasn't working.
Wait, never mind, I figured it out. Turns out I was referencing the door block in the recipe, when really it should have been the door item. Would it be okay if I put the fix in the next update? It would be much easier that way, but if tents really matter to you I can release a patch, it's just a bit tedious to release a new version.
I'm just thinking here, not asking for new features. Can you imagine a revamped hunger/thirst system with this? Maybe an injury scale using new potion effects (broken bones, bleeding, infected) and a barricade system would make this over the top. I do think that the Z-1s should be able of breaking down wooden doors regardless of difficulty, just to have that nightmare siege scenario happen.
Like I said, just thinking aloud. Grabbing the update now, and thanks again for all of your hard work and headaches.
I can definitely do the injury effects. I can look into the zombies breaking down doors, but I think the only way to do that without making a whole lot of complicated custom AI would be to make it so zombies can open doors.
Actually, I figured out a way to get the zombies to break doors on any difficulty. It will be included in the next update.
working with wytch's idea, you should add some more medical supplies to the mod, and big idea! One of the structures should be a hospital. the hospital would have chests full of medical supplies , and there would be a doctor that spawned in there, and you could trade rotten flesh for medical supplies!
consider it!
Sure thing, I have actually already developed this (minus the doctor that trades) for the next update.