What? You can't time travel to the future to get the working code so you can come back and give us a link to test it? I know you stole that plutonium for your flux capacitor. Don't even try to play innocent.
Not for the mod, but for how well you keep this tread in check.
Especially for the hilarious ways you deal with all those pesky idiots. You run a tight WIP thread bro!
I'm not 100% sure how the code works but the person who mentioned aggressive wolves gave me an idea. The boss could technically spawn as a peaceful enemy and be a peaceful enemy but something unavoidable (or virtually anything) triggers it to be aggressive. Heck, even the friendly wolves will attack you under specific conditions (e.g. hitting yourself with an arrow).
Instead of working off of a hostile code and trying to mess with he spawn. Work off of the wolf coding where it already doesn't despawn and work to make it always hostile.
I hope what I said makes sense. Like I said I don't have coding experience.
Rollback Post to RevisionRollBack
AT: nOW YOU'RE GETTING IT, wHAT YOU ARE IN FOR,
AT: aRE YOU READY TO BE TROLLLLLED,
AT: wITHIN AN INCH OF YOUR MISERABLE HUMAN CORTEX,
Adding a new artifact at this point would kind of eff my whole intended design up, dude.
I can't see how. I mean just add another Orb. With lighting effect's or something. And Just leave it as a item with only one used. And that's to half Lighting damage. But I understand how it;s more work on you so I'll just go ahead and drop it and maybe bring it back up when time see fit for it.
Adding a new artifact at this point would kind of eff my whole intended design up, dude.
I can't see how. I mean just add another Orb. With lighting effect's or something. And Just leave it as a item with only one used. And that's to half Lighting damage. But I understand how it;s more work on you so I'll just go ahead and drop it and maybe bring it back up when time see fit for it.
There is no time fit for it. It's a bad idea. You're a bad idea.
It's hard to say what our restrictions with mobs will be until we're done with the Labyrinth generation stage, and at the mob/boss-making stage.
Well, thinking about it... you could do some pretty intense things, though they'd be difficult to implement (as most things worth doing are).
For instance: you could make a mob that is relatively small, but creates a large number of dirt/stone blocks around it in a vaguely humanoid (or monstrous, whatever) form. The mob would dwell somewhere inside the blocks it creates, forcing the player to dig/explode through the "shell," then hit the mob itself. Mess with the mob's interaction with other entities so that when struck, it causes whatever hit it to be knocked back, and also call its method for generating the shell again (so it regenerates whatever the player dug through).
I mean, sure, you can't really get into scripted combats a la Legend of Zelda or anything like that, but - provided a willingness to delve into the code - you could make boss mobs interesting in their own right, rather than just relying on terrain to make the combats more than just bog-standard hack 'n slash.
Though... hmm. You could probably give a mob some kind of "attack pattern" that loops based upon ticks, or using flags that trigger upon certain damage points. Obviously this would be a massive PITA to do, since you'd have to modify the pathing routines to also change based upon ticks passed or health triggers. That would further differentiate them from normal MC mobs' "I see you, I'm coming straight for you" method, making them - again - more interesting to fight. You might even be able to rival some of the scripted combats in LoZ this way.
They would also be rather expensive, in terms of processing. But it might be worth it to try.
I like this mod a lot. It is just so awesome, better than even the Aether mod, in my eyes.
I noticed one thing, and forgive me if you've already covered it.
Wouldn't placing a pressure pad or switch next to the Labyrinth Doors make them manually openable without the Artifacts needed?
Just pointing it out :tongue.gif:
It's hard to say what our restrictions with mobs will be until we're done with the Labyrinth generation stage, and at the mob/boss-making stage.
Well, thinking about it... you could do some pretty intense things, though they'd be difficult to implement (as most things worth doing are).
For instance: you could make a mob that is relatively small, but creates a large number of dirt/stone blocks around it in a vaguely humanoid (or monstrous, whatever) form. The mob would dwell somewhere inside the blocks it creates, forcing the player to dig/explode through the "shell," then hit the mob itself. Mess with the mob's interaction with other entities so that when struck, it causes whatever hit it to be knocked back, and also call its method for generating the shell again (so it regenerates whatever the player dug through).
I mean, sure, you can't really get into scripted combats a la Legend of Zelda or anything like that, but - provided a willingness to delve into the code - you could make boss mobs interesting in their own right, rather than just relying on terrain to make the combats more than just bog-standard hack 'n slash.
Though... hmm. You could probably give a mob some kind of "attack pattern" that loops based upon ticks, or using flags that trigger upon certain damage points. Obviously this would be a massive PITA to do, since you'd have to modify the pathing routines to also change based upon ticks passed or health triggers. That would further differentiate them from normal MC mobs' "I see you, I'm coming straight for you" method, making them - again - more interesting to fight. You might even be able to rival some of the scripted combats in LoZ this way.
They would also be rather expensive, in terms of processing. But it might be worth it to try.
I was thinking about something similar to the shell-boss, actually! I'm pretty sure we'll be able to add something like that in one of the boss fights. From what Choam tells me, pathing in MC is frustrating since the only function in pathing given to mobs is a sort of homing behavior. So we have to implement a series of pathing blocks to attract bosses into moving in specific directions. Good ideas though.
Quote from Nameisnotname »
Wouldn't placing a pressure pad or switch next to the Labyrinth Doors make them manually openable without the Artifacts needed?
Just pointing it out :tongue.gif:
That would be quite the problem! But no, these doors are custom blocks and do not respond to anything else but the triggered code.
Quote from Sp »
Also, I wish you luck with the harder aspects of this (Phase block seems like it could be trouble)
Thanks! And yes, the Phase block will definitely be the hardest to implement. Choam has some good ideas on how to make it work though, and I've got faith in him.
what would happen if you had the biosphere mod installed?
Beats me, we're not supporting terrain gen mods in any way.
That white temple is looking epic, I'm happy to see the progress you guys have made on the mod. It's starting to really come together, and I wish you luck for the polished product :wink.gif:
In the meantime I'll just go back to playing IndustrialCraft till you release :biggrin.gif:
From what Choam tells me, pathing in MC is frustrating since the only function in pathing given to mobs is a sort of homing behavior. So we have to implement a series of pathing blocks to attract bosses into moving in specific directions. Good ideas though.
Overriding that method shouldn't be an issue. Obviously, while overwriting that method will make things more difficult, you can override that method in a mob's class so that it obeys a different pathing methodology.
At least, I'm pretty sure that can be done. Admittedly I haven't looked too terribly deep into mob pathing, but I don't see a reason that that method couldn't be overridden.
I, I, I, dont know what to say! Allready have progresspage as startpage, and, this seems GREAT! Cant wait for it to be finished! Keep up the good work with this mod, and after you are done, I hope you will continue make great mods!
Only thing I can say is: "Work in a balance that is fast and makes your work good, and doesent stress you" !
Rollback Post to RevisionRollBack
Imma Yognaught. Naught as in nothing. Nothing. Nice. I have a youtube channel you know. Theres no videos uploaded! Seriously, check it out!
Pretty cool, every other idea to have a goal, ive pretty much said, u suck.
But, this, is a great idea! How about 15 of each artifact? Since i think i'd like to be able to have one of each special armor! and, if the Aether is added, then you should have some artifacts that are exclusive to it. Same for the Nether. The labyrinth should have a few monsters every now and then
From what Choam tells me, pathing in MC is frustrating since the only function in pathing given to mobs is a sort of homing behavior. So we have to implement a series of pathing blocks to attract bosses into moving in specific directions. Good ideas though.
Overriding that method shouldn't be an issue. Obviously, while overwriting that method will make things more difficult, you can override that method in a mob's class so that it obeys a different pathing methodology.
At least, I'm pretty sure that can be done. Admittedly I haven't looked too terribly deep into mob pathing, but I don't see a reason that that method couldn't be overridden.
We'd only switch to writing a whole new pathing method if our current planned workarounds fail, or if we're able to observe and/or snip source code from another mod that has implemented more complex pathing methodology. It's simply too time-consuming otherwise. It almost makes me want to add another person to the team just for the strenuous task of coding custom mobs and boss behavior.
Quote from powershotX »
How about 15 of each artifact? Since i think i'd like to be able to have one of each special armor! and, if the Aether is added, then you should have some artifacts that are exclusive to it. Same for the Nether. The labyrinth should have a few monsters every now and then
What if you got the white artifact which could morph into any tool but takes no damage and is 5 times faster than diamond. I also thought of a way to do it. You need a rune thing that you craft with the artifact and it morphs but the rune is not taken. This can be done many times.
Recipe:
Awesome Pick
I make the Artifact mod.
what would happen if you had the biosphere mod installed?
Not for the mod, but for how well you keep this tread in check.
Especially for the hilarious ways you deal with all those pesky idiots. You run a tight WIP thread bro!
Instead of working off of a hostile code and trying to mess with he spawn. Work off of the wolf coding where it already doesn't despawn and work to make it always hostile.
I hope what I said makes sense. Like I said I don't have coding experience.
AT: aRE YOU READY TO BE TROLLLLLED,
AT: wITHIN AN INCH OF YOUR MISERABLE HUMAN CORTEX,
I can't see how. I mean just add another Orb. With lighting effect's or something. And Just leave it as a item with only one used. And that's to half Lighting damage. But I understand how it;s more work on you so I'll just go ahead and drop it and maybe bring it back up when time see fit for it.
There is no time fit for it. It's a bad idea. You're a bad idea.
Well, thinking about it... you could do some pretty intense things, though they'd be difficult to implement (as most things worth doing are).
For instance: you could make a mob that is relatively small, but creates a large number of dirt/stone blocks around it in a vaguely humanoid (or monstrous, whatever) form. The mob would dwell somewhere inside the blocks it creates, forcing the player to dig/explode through the "shell," then hit the mob itself. Mess with the mob's interaction with other entities so that when struck, it causes whatever hit it to be knocked back, and also call its method for generating the shell again (so it regenerates whatever the player dug through).
I mean, sure, you can't really get into scripted combats a la Legend of Zelda or anything like that, but - provided a willingness to delve into the code - you could make boss mobs interesting in their own right, rather than just relying on terrain to make the combats more than just bog-standard hack 'n slash.
Though... hmm. You could probably give a mob some kind of "attack pattern" that loops based upon ticks, or using flags that trigger upon certain damage points. Obviously this would be a massive PITA to do, since you'd have to modify the pathing routines to also change based upon ticks passed or health triggers. That would further differentiate them from normal MC mobs' "I see you, I'm coming straight for you" method, making them - again - more interesting to fight. You might even be able to rival some of the scripted combats in LoZ this way.
They would also be rather expensive, in terms of processing. But it might be worth it to try.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I noticed one thing, and forgive me if you've already covered it.
Wouldn't placing a pressure pad or switch next to the Labyrinth Doors make them manually openable without the Artifacts needed?
Just pointing it out :tongue.gif:
Read the goddamned first posts.
Come back when you have an intelligent argument.
Also, I wish you luck with the harder aspects of this (Phase block seems like it could be trouble)
I was thinking about something similar to the shell-boss, actually! I'm pretty sure we'll be able to add something like that in one of the boss fights. From what Choam tells me, pathing in MC is frustrating since the only function in pathing given to mobs is a sort of homing behavior. So we have to implement a series of pathing blocks to attract bosses into moving in specific directions. Good ideas though.
That would be quite the problem! But no, these doors are custom blocks and do not respond to anything else but the triggered code.
Thanks! And yes, the Phase block will definitely be the hardest to implement. Choam has some good ideas on how to make it work though, and I've got faith in him.
Beats me, we're not supporting terrain gen mods in any way.
I make the Artifact mod.
Here is a shot of the core floor of the white labyrinth:
Ancient Temple grounds centered in old, frozen magma tunnels.
I make the Artifact mod.
In the meantime I'll just go back to playing IndustrialCraft till you release :biggrin.gif:
Very nice! I think that one is the best yet.
Overriding that method shouldn't be an issue. Obviously, while overwriting that method will make things more difficult, you can override that method in a mob's class so that it obeys a different pathing methodology.
At least, I'm pretty sure that can be done. Admittedly I haven't looked too terribly deep into mob pathing, but I don't see a reason that that method couldn't be overridden.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Only thing I can say is: "Work in a balance that is fast and makes your work good, and doesent stress you" !
But, this, is a great idea! How about 15 of each artifact? Since i think i'd like to be able to have one of each special armor! and, if the Aether is added, then you should have some artifacts that are exclusive to it. Same for the Nether. The labyrinth should have a few monsters every now and then
We'd only switch to writing a whole new pathing method if our current planned workarounds fail, or if we're able to observe and/or snip source code from another mod that has implemented more complex pathing methodology. It's simply too time-consuming otherwise. It almost makes me want to add another person to the team just for the strenuous task of coding custom mobs and boss behavior.
How about you read the OP again, carefully.
I make the Artifact mod.
Recipe:
Awesome Pick
( is a stone pick
Awesome Sword
( is a stone sword)
Awesome Axe
( is a stone axe)
Awesome Hoe
( is a Stone hoe)
Morphing
( is a white artifact)
( IS THE RUNE BLOCK)