[*:2q56861r]Mobs ignore line of sight, and will try to get to you through a wall, glass, whatever. Still wont risk fall damage.
[*:2q56861r]Mobs (except creepers) will attack the closest animal or player within 80 blocks (original is 16)
[*:2q56861r]Mobs will switch their target to the closest animal/player regardless of previous target, this means monsters wont attack skeletons if they hit them accidentally(another configurable thing to add later), this also means you can run into a crowd of cows/pigs to distract the giant army of monsters chasing you, quite fun :biggrin.gif::D:D
Note: I recommend playing on a level that you've already explored heavily in every direction, otherwise heavy stutters may occur occasionally, they can be fixed by going into peacefull mode temporarily to kill off all the entities, wander into more explored area, it should smooth out, read 11/15/2010 Update2 for more detail.
11/15/2010 Update2: I've isolated the problem code, and prevented further crashing, however, you may experience heavy stutters when heading/looking in directions you have not explored yet, its because of how entities pathfind to a target, setting it to an 80 block "pathfind" range causes it to often scan beyond what is loaded in cache, a more thorough fix is in the works that will prevent the heavy processing.
11/15/2010 Update: Looks like there is a high chance of a crash happening whenever the game loads a new level chunk, didn't catch that till right after release :sad.gif: , gotta take a new/safe approach to making zombies targeting you
Installation:
Delete META-INF folder as usual, then drag all 3 files into your minecraft.jar like every other mod.
Next on the todo:
[*:2q56861r]Modify the mob spawners spawn range to have an increased range as well
[*:2q56861r]Somehow make zombies attack walls to try and get through to you, or possibly target certain spots like wooden doors.
[*:2q56861r]Make creepers auto explode if they can't get to you. (Definitely possible, will make them detonate if their coordinates haven't changed drastically over a 3 second period, after acquiring target)
[*:2q56861r]Prevent the corpse of the mobs from despawning so dead bodies pile up
[*:2q56861r]Re-activate the pathfinding code so monsters will find the weakspots in your base, and hunt down and kill you in caves
[*:2q56861r]Different spawn rates, A LOT MORE, for example...
Creepers auto exploding will have to be tested a lot, I have a feeling it might cause a lot of random explosions while mining with the games current pathfinding abilities, obsidian walls / sky buildings might be required for your base otherwise they'd get in fast.....
I will definitely be making all options configurable one way or another
Kicking around other ideas, like an additional mob: the giant zombie grasshopper, has a huge jump with a big delay, should look pretty terrifying when you see a couple coming in over the horizon off in the distance.
I'm open to suggestions, and will add them to the list if it seems possible, hard to tell what you can and can't do until you dig into the code more.
I will probably release what I've got so far tomorrow, no guarantees on compatibility with other mods yet, so far it modifies the ed.class and be.class entity files
Some snapshots to tease for now:
Monsters Incoming from afar:
Amount of monsters that gathered up over 1 night without me moving anywhere:
i personally would not use it, since it would make the game insanely hard... being that said... this mod looks awesome for those who want the extra challenge...
Besides, seing that the monsters will find you no matter what... you can be in like this screenie: http://i.imgur.com/A6uisl.png
But instead of the monsters down there, you can place a pit where the monsters will fall down killing themselves and... congratulations... you got yourself the simplest mob trap ever... (kinda)
This could be used to make the most awesome mob farm ever! Just have you like 10 blocks up in a glass cage, and have beneath you a huge pit, say, 5x5x50, so mobs start coming towards you, and when they get close, they fall into the pit and die :biggrin.gif:
EDIT: Also, thinking about this. You should make this a new mode. So, peaceful, easy, normal, hard, nightmare. Not sure if you've done this already, but I didn't see it when reading. But I'm also a bit tired, so if it is there, that's why I missed it :biggrin.gif:
This could be used to make the most awesome mob farm ever! Just have you like 10 blocks up in a glass cage, and have beneath you a huge pit, say, 5x5x50, so mobs start coming towards you, and when they get close, they fall into the pit and die :biggrin.gif:
EDIT: Also, thinking about this. You should make this a new mode. So, peaceful, easy, normal, hard, nightmare. Not sure if you've done this already, but I didn't see it when reading. But I'm also a bit tired, so if it is there, that's why I missed it :biggrin.gif:
Yeah I will probably be adding it as a difficulty option once I figure out how to do all that.
Also I've fixed the crashing and Improved the targeting system for the monsters, download the new version and try it out, I tested the hell out of this one (except deep in caves), it wont crash at all.
i personally would not use it, since it would make the game insanely hard... being that said... this mod looks awesome for those who want the extra challenge...
Besides, seing that the monsters will find you no matter what... you can be in like this screenie: http://i.imgur.com/A6uisl.png
But instead of the monsters down there, you can place a pit where the monsters will fall down killing themselves and... congratulations... you got yourself the simplest mob trap ever... (kinda)
no if he add the "Re-activate the pathfinding code so monsters will find the weakspots in your base" thay will go a diffrent path than down the hole, but insted thay will go around and kill u (if its possible) rigth???
Great idea.. I especially like the idea of distracting them with livestock. It would be great if you were able to make this a hard only setting. I usually play on hard and would like it to be harder, but if you made it a hard only setting you could probably appeal to a larger pool since people may want to alter the settings so they don't get obliterated from time to time, without having to switch to peaceful.
no if he add the "Re-activate the pathfinding code so monsters will find the weakspots in your base" thay will go a diffrent path than down the hole, but insted thay will go around and kill u (if its possible) rigth???
just a question...
Yeah, hoping to have them do that eventually.
Quote from fireb0rn »
OP, if you add increased range on mob spawners then this mod could be used for castle defense/nazi zombies maps. :smile.gif:
Actually, it already could kinda be used for those maps... hm.
Ahh! Yes yes of course, I will definately be changing this for sure, should be easy once I find it.
This looks awesome! I'd love more intelligent enemies so that fights/defences were more about tactics 'n' stuff. At the moment the current mod system sometimes leaves something to be desired; there's no middle ground between "super peaceful days" and "ohmygod mobspam nights."
I'd love it if in the future a mob like this could make mobs less spawn-spamy every single night and instead make them more sort of... like they spawn in certain conditions more or less, rather than just darkness = tons of mobs.
If setting, say, areas where mobs spawn, either a) more often and lower how much they just spawn anywhere or b)only spawn in these locations/conditions was too complicated then it would be cool if some style of "red moon" thing could be done, where mobs would be super aggresive and spawn loads like shown so far.
It would be fun to build a tactically defensible structure for 1 in x nights when mobs go crazy, but I think not so much (atleast for me) if they were ALWAYS like that, because its annoying enough if I need to venture out at night just whacking away at stuff that gets in my way.
As for the creeper thing... maybe make it a special ability of some sort, like 1 in X creepers can actually do that? Then make it reasonably rare so that its not going to ruin your base every night or whatever. It would be extra awesome if these creepers were somehow distinguishable from normal creepers too, but no idea if thats even possible.
Prevent the corpse of the mobs from despawning so dead bodies pile up
That's probably going to cause quite a big of lag/whatever (especially after a few days of burning skeletons and zombies); if you do happen to add it, make sure it's optional with default off.
Version 0.2 features we're:
[*:2q56861r]Mobs ignore line of sight, and will try to get to you through a wall, glass, whatever. Still wont risk fall damage.
[*:2q56861r]Mobs (except creepers) will attack the closest animal or player within 80 blocks (original is 16)
[*:2q56861r]Mobs will switch their target to the closest animal/player regardless of previous target, this means monsters wont attack skeletons if they hit them accidentally(another configurable thing to add later), this also means you can run into a crowd of cows/pigs to distract the giant army of monsters chasing you, quite fun :biggrin.gif::D:D
Note: I recommend playing on a level that you've already explored heavily in every direction, otherwise heavy stutters may occur occasionally, they can be fixed by going into peacefull mode temporarily to kill off all the entities, wander into more explored area, it should smooth out, read 11/15/2010 Update2 for more detail.
Download v0.2 here: http://www.mediafire.com/?yuholoo5meoa1jp
11/15/2010 Update2: I've isolated the problem code, and prevented further crashing, however, you may experience heavy stutters when heading/looking in directions you have not explored yet, its because of how entities pathfind to a target, setting it to an 80 block "pathfind" range causes it to often scan beyond what is loaded in cache, a more thorough fix is in the works that will prevent the heavy processing.
11/15/2010 Update: Looks like there is a high chance of a crash happening whenever the game loads a new level chunk, didn't catch that till right after release :sad.gif: , gotta take a new/safe approach to making zombies targeting you
Installation:
Delete META-INF folder as usual, then drag all 3 files into your minecraft.jar like every other mod.
Next on the todo:
[*:2q56861r]Modify the mob spawners spawn range to have an increased range as well
[*:2q56861r]Somehow make zombies attack walls to try and get through to you, or possibly target certain spots like wooden doors.
[*:2q56861r]Make creepers auto explode if they can't get to you. (Definitely possible, will make them detonate if their coordinates haven't changed drastically over a 3 second period, after acquiring target)
[*:2q56861r]Prevent the corpse of the mobs from despawning so dead bodies pile up
[*:2q56861r]Re-activate the pathfinding code so monsters will find the weakspots in your base, and hunt down and kill you in caves
[*:2q56861r]Different spawn rates, A LOT MORE, for example...
Creepers auto exploding will have to be tested a lot, I have a feeling it might cause a lot of random explosions while mining with the games current pathfinding abilities, obsidian walls / sky buildings might be required for your base otherwise they'd get in fast.....
I will definitely be making all options configurable one way or another
Kicking around other ideas, like an additional mob: the giant zombie grasshopper, has a huge jump with a big delay, should look pretty terrifying when you see a couple coming in over the horizon off in the distance.
I'm open to suggestions, and will add them to the list if it seems possible, hard to tell what you can and can't do until you dig into the code more.
I will probably release what I've got so far tomorrow, no guarantees on compatibility with other mods yet, so far it modifies the ed.class and be.class entity files
Some snapshots to tease for now:
Monsters Incoming from afar:
Amount of monsters that gathered up over 1 night without me moving anywhere:
Into the cellar! There's a ternader a'comin!
Besides, seing that the monsters will find you no matter what... you can be in like this screenie:
http://i.imgur.com/A6uisl.png
But instead of the monsters down there, you can place a pit where the monsters will fall down killing themselves and... congratulations... you got yourself the simplest mob trap ever... (kinda)
Into the cellar! There's a ternader a'comin!
Damn, keeps crashing now after it turned to night.
Keep it up, laterz.
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
EDIT: Also, thinking about this. You should make this a new mode. So, peaceful, easy, normal, hard, nightmare. Not sure if you've done this already, but I didn't see it when reading. But I'm also a bit tired, so if it is there, that's why I missed it :biggrin.gif:
My anvil mechanics tutorial: http://www.minecraftforum.net/topic/1524823-anvil-mechanics-in-depth/
Yeah I will probably be adding it as a difficulty option once I figure out how to do all that.
Also I've fixed the crashing and Improved the targeting system for the monsters, download the new version and try it out, I tested the hell out of this one (except deep in caves), it wont crash at all.
Into the cellar! There's a ternader a'comin!
no if he add the "Re-activate the pathfinding code so monsters will find the weakspots in your base" thay will go a diffrent path than down the hole, but insted thay will go around and kill u (if its possible) rigth???
just a question...
good work!
Actually, it already could kinda be used for those maps... hm.
Yeah, hoping to have them do that eventually.
Ahh! Yes yes of course, I will definately be changing this for sure, should be easy once I find it.
Into the cellar! There's a ternader a'comin!
I'd love it if in the future a mob like this could make mobs less spawn-spamy every single night and instead make them more sort of... like they spawn in certain conditions more or less, rather than just darkness = tons of mobs.
If setting, say, areas where mobs spawn, either a) more often and lower how much they just spawn anywhere or b)only spawn in these locations/conditions was too complicated then it would be cool if some style of "red moon" thing could be done, where mobs would be super aggresive and spawn loads like shown so far.
It would be fun to build a tactically defensible structure for 1 in x nights when mobs go crazy, but I think not so much (atleast for me) if they were ALWAYS like that, because its annoying enough if I need to venture out at night just whacking away at stuff that gets in my way.
As for the creeper thing... maybe make it a special ability of some sort, like 1 in X creepers can actually do that? Then make it reasonably rare so that its not going to ruin your base every night or whatever. It would be extra awesome if these creepers were somehow distinguishable from normal creepers too, but no idea if thats even possible.
http://www.minecraftforum.net/topic/1476485-minecraft-technic-brand-new-channel-lets-play-1080p/
Can't wait for Me vs hundreds of creatures