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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Still waiting on latest MCP to update Pet Mod, but MovePlus has been updated, added some basic instructions.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Soooooo sloooowwww to update but Pet Mod has been updated :biggrin.gif:, will test compatibility with other mods more when 1.5 is out, works decent with wolves, and Millionaire mod.

    That stack bug is a nightmare, beware if you open an existing save, all entities might be stuck in place and flickering, a new world is fine though.
    Posted in: Minecraft Mods
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    posted a message on [1.4_01] World Recorder [SMP] [NEW]
    Awesome, I've always wanted a mod like this to exist, nice work :biggrin.gif:. I'll keep it handy for when I want to make use of some good designs in smp.
    Posted in: Minecraft Mods
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    posted a message on [WIP] Fireworks Mod - Need some input.
    Quote from Extrusion »
    ...



    Ahhh! wasn't even looking in there, man he's got that 16 Block range limit hardcoded everywhere.
    Posted in: Mods Discussion
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    posted a message on [WIP] Fireworks Mod - Need some input.
    Quote from Mysticyx »
    I've been to the channel, and _303 tried to help me, but he didn't know what the problem was either. I didn't say that here, because I didn't want to discourage you to help... if he can't do it, then who can?!


    Oh god, that's not a good sign! Sounds like a good sitdown with the entire effect rendering code might be needed.
    Posted in: Mods Discussion
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    posted a message on [WIP] Fireworks Mod - Need some input.
    Hmmm I just had a look all over EffectRenderer for any kind of range limiter to the render, but I can't find much, I've changed the render distance on regular entities but never effects, TIL effects have layers, strange... Anyways you might have some luck if you state your problem in irc, #risucraft in irc.esper.net, good modders there. I had thrown your question into the channel but only got the usual renderDistanceWeight answer.

    Nice mod by the way :biggrin.gif:
    Posted in: Mods Discussion
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from ryanozzy147 »
    Pet mod isn't compatible with sdk's gun mod anymore. Is there anyway you could make the mod work without the iz.class file please?


    I just tested SDK guns, they work fine, you just need to read the instructions, as they state you should install my mod after his, my mod has his code from iz.class
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    @NicoZ8, use the FIX STUCK BUG option in pet mod settings, notice the big red text in my main post about it... though the seizuring issue, _303 mentioned that was happening to him too, but I couldn't reproduce it :/, not sure about that one, it might be the stacking code going crazy.

    Also yeah I haven't done SDK gun mod compatibilty again yet, hes changed some stuff I haven't gotten around to it just yet, soon.

    I've Updated Pet Mod to 2.22 to fix crash with latest GUI API 0.9.7, this update might require you to update from GUI API 0.9.6 to 0.9.7
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Finally freekin' updated Pet Mod / NM Mode for anyone who still cares, delays between future updates for compatibility with new minecraft versions should be much smaller now too.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Updated the EntAPI to 1.3_01 a little later than I would have liked, but it's tested and working, also has undocumented partially broken tornado code in there if you are curious enough, demonstrated in this video:


    MovePlus will probably be getting some easier wall-jumping when I get around to it, I hear lots of people are having problems with it, it's always been really strict for detecting when you're against a wall (must be pressing against the wall)

    Pet Mod / NM Mode is a horrible monstrosity of code I am not looking forward to updating, haven't had the time to touch it.

    90% of my time has been rerouted to ZombieCraft development, recently added monster waypoint navigation to it for extra deadly deliciousness, expect great things to come out of that mod: viewtopic.php?f=25&t=149422
    Posted in: Minecraft Mods
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    posted a message on Minecraft Mod Center
    Gonna try to support this site if it doesn't get polluted with MakeMyItem cancer...

    Edit: Mod uploaded, good to see there's an approval system :biggrin.gif:
    Posted in: Mods Discussion
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    2.15 is out, go grab it peoples!


    @micvic, update to 2.15, just released it, it shall fix this weird bug, fyi it might also make your domination rod of unlimited uses, another mod interferes with the ability to

    @DOOMFridge, Hostiles: 70, Animals: 15, Watercreatures: 5, also check out my OP, I have added more info on the debug keys that have always been there, I forgot to mention them :smile.gif:, one of them (NUMPAD4) will toggle healthbars on all living entities

    @OrganGrinder, ah no there isnt yet, I've been meaning to add more customization to what the mining zombie can and cant dig through, like a max hardness value that you're thinking of

    @hardway155, Hmm, check if the top option for disabling nightmare mode entirely is on? And no you dont need thevdudes zombies, the zombie miner is a part of my nightmare mode

    @BlueSteelAU, just override his with mine, mine only fixes a very very rare crash that happens with grabbing data from chunks that arent there

    @lordofroosters, weird, first time ever hearing of any save issues, its most likely not my mod, dunno what to say

    .... gah need food, will reply to rest later
    Posted in: Minecraft Mods
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    posted a message on [ANY VERSION] Ambient Cave Sounds!!
    Found this post from a link in reddit from a cached copy of r/minecraft lol...

    Nice, love the preview sound, would be a great addition to the game if there we're a mod that allows more freedom in how sound plays (frequency, loopability, blending noises as you enter/leave cave).... A mod I would love to take a crack at but I really don't have the time, hopefully someone else tackles the idea :biggrin.gif:
    Posted in: Minecraft Mods
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    posted a message on [MOD][WIP] ZombieCraft (Nazi Zombies in Minecraft!)
    Quote from Machinima »
    I downloaded it, but I really want the AI to be smart.


    Set your worries to rest, I shall be taking care of that. Or worry more, because I'm going to make them as relentless as possible >:biggrin.gif:
    Posted in: WIP Mods
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    posted a message on [REQ]Staff Of Ghast-like Fireballs
    I was bored so I decided to make this, took me about half an hour, for MC b1.2_02: http://bit.ly/gUVTS0

    Edit: Oh yeah, requires modloader

    item id: 22601
    recipe is as OP shows with sticks/gold/diamond

    lacks a proper graphic so its using my domination rod one.

    Craft it, right click to use, no cooldown, unlimited use, they shoot fast.

    Feel free to adopt this code and call it your own.

    Enjoy :biggrin.gif:

    Edit2: oh heh, you have more specs on the main post about what it should use, owell, I guess add those features, the Fireball creating part should come in handy though, was a little tricky ripping it out of EntityGhast as well as removing the random inaccuracy imposed on it
    Posted in: Mods Discussion
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