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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Sorry for the lack of updates, I got a job opportunity thanks to my years of experience in java and minecraft modding, been spending the last few weeks doing some test work for it and stressing over passport forms, so next week I can spend a week in the states to get initiated with some things. I'll even get to meet Cojo from our Tropicraft mod!. Then its back to Canada to do some part time work with them for now.

    Since it's part time to start I should still have time to work on modding things, assuming I'll even want to. At the moment I've been enjoying not having to think about modding as I clearly did not survive the updating to 1.7.x all that well. Definitely burnt out in one way or another. If I do care to make new features for modding I'll probably focus on having more fun with it than trying to keep my popular ones alive so I can eat. At the very least I will maintain some form of support for my ongoing mods, maybe a push of weather to 1.8 when the time comes.

    I plan on releasing a test build of zombiecraft for 1.7.10, it was in a pretty decent state where I left it, I need to update CoroUtil as well, I think I left some debug stuff on as some have mentioned seeing weird render stuff (I was playing around with opengl). Also we feel tropicraft for 1.7.10 is so close to done we just need to give it one good push and we'll get it out so that should happen at some point.

    For the next week or 2 I'm just not going to worry about modding much at all given the changes and really needing a mental break from modding. Then maybe catch up on some support and we'll see how things go from there. Keeping up with minecraft updates these days is taking all the fun out of modding given the size of some of my projects.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Wooo, after tweaking a few things, I seem to have super old zombiecraft maps loading mostly ok in 1.7.10.



    So many things still need fixing, I need to rework door rendering and the check why purchase plates dont get their data loaded in from schematic, also a pile of packet issues, getting there, reeaalllyy slowly, maybe I'll finish it intime to be able to start updating it to 1.8! *kills himself*



    @start1818 I recall moving that class to there at some point, perhaps try the CoroUtil from 1.6.4 ver of weather2, should be the latest version for 1.6.4 http://coros.us/mods/weather2
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    @thr33p10 Try this CoroUtil, fixed some issues relating to writing out data, worst case itll spit out an error but not crash out https://dl.dropboxusercontent.com/u/16326915/new/CoroUtil-1.1.1 for MC 1.7.10.jar
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    A few days ago I snuck in a new CoroUtil into Zombie Awareness, apparently this was a stupid idea because I broke it for servers.

    Just properly released Zombie Awareness 1.9.5 to fix this, tested on servers, uses new CoroUtil 1.1

    Also released a minor Weather2 update, adds ability to enable storms on superflat and on biomes like the one in crashlanding modpack http://coros.us/mods/weather2 - also using new CoroUtil 1.1

    Particle Man was also reuploaded with new CoroUtil 1.1 for compatibility.

    Edit: Decided to release what I've got for Hostile Worlds so far, main changes are it being changed from time based invasions to harvesting ores/trees activity based invasions, and the surface boss fighting, lots of unfinished WIP stuff hiding in it ;D, out for 1.7.10: http://coros.us/mods/hostileworlds
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Woot! got ZombieCraft down to 47 errors from its original 1300 after 3 days of grueling work, the errors that remain require me to adjust Comrade to my new inventory handling ways, then dropping support for the main menu zombiecraft button probably because it was buggy anyways, though it was a nice way to play the maps ngh, we'll see... also need to adjust another subsystem or 2 and then begin a rediculous amount of testing. Wheee..... Also I am quite behind on forum messages ngh.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Haven't posted in a while, figured I'd give a random progress report regarding various WIP 1.7.x things:

    - For my AI for Tropicraft Koas, replaced my old FakePlayer system with a combonation of built in inventory management and forge fakeplayer use, will result in cleaner less cauldron buggy entities. Koa entities all updated and working fairly well. Slowly reworking how villages are made and managed, will be using my "new" location management code that centralizes things a bit more so I can coordinate the AI better.

    - Got ZombieCraft down to less than 400 errors, the rest of them are mostly non quick fix ones and require carefull replacement of code, bleh.

    - Instead of releasing hostile worlds I decided to say screw it and started adding more features to it to make it more how I want it to be, needed a break from updating the same features from 1.6.4 and needed to do something new. Probably going to change the enemies from zombies to space orcs or something, using my new AI generation that I made earlier this year (and still not in any of my released mods), I've setup a sort of stronghold structure that will generate in the overworld after the temple based invasions, currently it houses 3 types of orc(?) enemies: archers, guards, and 'the boss'. The guards hold position at each gate and engage any players coming close, archers hold their position higher up in the structure and lob arrows and a fireball ability at any players approaching. And the boss does his thing once the player engages him higher up in the structure. Been having fun with my "new" ability system with them, abilities have an optimal range and separation between melee and ranged ones, and will randomize between them, they also each have a chargeup, perform, and cooldown stage, so far their abilities are:



    Guards:

    - 2 lunges towards player, attempting to hit them after each lunge, long cooldown between uses

    - leap attack towards player, attempting to hit them while landing, long cooldown between uses

    - normal melee attack with sword while the other abilities are in cooldown



    Archers:

    - Arrows when enemy is distant

    - Sword when enemy is close

    - Fireball attack, long cooldown between uses



    Boss dude:

    - Shoots a ring of fireballs out from himself, long cooldown between uses

    - Spinning attack while moving towards player, lasts a while, long cooldown between uses

    - normal melee attack with sword while the other abilities are in cooldown



    So far the general idea/backstory is that these 'space orcs' have had an eye on the world, and when you start mining for resources, they take notice and invade you in an attempt to stop you so that they can get the worlds resources for themselves which they've been planning to do. So the meteor comes and makes their portal temple thing and they do their invading thing, but then they also go and make these strongholds for the purpose of mining out the area where its built and sending the resources off to their own planet/dimension or whatever (undecided if I will make it ACTUALLY remove resource blocks from the area or just fake do it for part of a rewards for seizing a stronghold).... Still playing around with all that, I've got my quest system already telling you where the invasion portals are so I'll probably enable quests for you to go attack strongholds as well and give some sense of progression and slow rise in difficulty as hostile worlds was originally trying to do. My main goal is giving the game more gameplay via adventuring and questing and better combat for enemies as well as player eventually. We shall see how it all goes...
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    @HedgehogMining22 set Storm_Tornado_rarityOfFirenado to either -1 or a value greater than 0,

    @CptnSnotFace yeah i think I still messed up the custom ID/name grab list, I'll give it a good test before next weather mod update


    @XDGrangerDX tested, looks fine, dont forget my downloads still require extracting first to get the real mod file (will be changing this soon)
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Woot, next release of weather2 will have "API" support through forges Inter Mod Communication System. So other modders can listen for the data and make use of weather mod if they want. Sending data for wind, lightning, deadly storms and rain storms. A raw dump of the data for those curious:

    Wind: {data:{windAngleGust:54.0f,windSpeedGust:0.73709583f,windSpeedGlobal:0.08391074f,windTimeGust:0,windAngleGlobal:-117.0f,},command:"syncWindUpdate",packetCommand:"WeatherData",}

    Lightning: {data:{posY:63,posX:171,posZ:860,entityID:22756,},command:"syncLightningNew",packetCommand:"WeatherData",}

    Storm: {storm_27:{levelCurStagesIntensity:0.08f,posY:200,posX:193,levelWater:100,levelCurIntensityStage:1,posZ:853,layer:0,isDead:0b,size:114,currentTopYBlock:72,hasStormPeaked:0b,attrib_rain:1b,attrib_waterSpout:0b,levelTemperature:-0.3f,ID:27L,stormType:0,maxSize:300,},storm_26:{levelCurStagesIntensity:0.0f,posY:200,posX:192,levelWater:182,levelCurIntensityStage:0,posZ:854,layer:0,isDead:0b,size:153,currentTopYBlock:72,hasStormPeaked:0b,attrib_rain:1b,attrib_waterSpout:0b,levelTemperature:-0.3f,ID:26L,stormType:0,maxSize:300,},}



    ........



    @WackyModder84, MoridinIshamael Ehhhh I don't recal intentionally doing that, interesting..... I'll have to remember that when I get around to improving the tropical storms
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    @TacoGerbil Awesome, I think my mod hates you 8D

    @minecraftian1251 cool thanks! *pockets for when needed*
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Random dev progress notes:

    Hostile Worlds is borderline ready I just need to stop being lazy and finish the GUI for its quests book and maybe polish the invasion source block breaking / boss killing to have effects

    Finally updated my buildmod thing that tropicraft and zombiecraft needs, took carefull consideration to hopefully make old zombiecraft schematics/maps able to cleanly load into a 1.7.x MC game without any crapups, I'll know once I tackle zombiecraft code

    ZombieCraft still sitting at 1300 errors for 1.7.x version, I think I'll tackle the mod after I give tropicraft some good code updating in marathon form with Cojo

    Will get around to moveplus and other minor mods soonish, just gotta strip them of a pile of old Modloader references I think.

    Uhhhh yeah I think thats it for now


    ................



    @MyHingesAreDangling in EZ GUI, hit advanced options, and lower values Storm_OddsTo1OfProgressionBase and Storm_OddsTo1OfProgressionStageMultiplier , lowering first one makes the chance of progression greater, lowering second one reduces the increased rarity for each stage of the storm ..... also if you're on superflat storms might not form, I'm planning on adding some code that will detect and cause random storms when in superflat

    @reddvilzz on my http://coros.us/mods/weather2 page theres a link to a tropicraft for 1.6.4 that should work with latest local weather, direct link: http://coros.us/mods/modsystem/dl/Tropicraft v5.1.7 for MC v1.6.4.zip

    @minecraftian1251 i dont use skype, I might designate my own irc channel one of these days but not yet :3, maybe when my zombiecraft server plans come to light..... regarding phone like forecast item, would be handy yeah, maybe one day :P

    @pipitheguineapig err right I should probably test that feature properly xD

    @connardman Yikes, sure does, try this, in EZ GUI click advanced config, set Cloud_ParticleSpawnDelay to some really high number like 9999999, and set Misc_ForceVanillaCloudsOff to false so you can reenable them in vanilla configuration menu.

    @WackyModder84 good ideas, just quickly skimmed it for now, when I get to the point where I have time and inspiration to really give weather2 a good look over for potential improvements on formations and weather types I'll use your post for more ideas as well as that endguys posts, and also probably get back to you in more detail, thanks for the input!

    @pakos2835 upon quick look it should be ok with JAS, looking at Mo' Zombies it probably is, if he extends the EntityZombie class in his code, but if not it can be configured to be compatible with my AITick blacklist/whitelist settings ...... for second question, not sure of an easy way to lower the work ZA does near dungeons, I'd have to actively scan the world and find mob spawner blocks and that itself would add to the cpu usage for ZA. ZA default config really shouldnt cause too much work for dungeons that are closed off from you but I'll keep an eye out for such issues when I playtest things more.

    @player1minecraft there is sorda a config to further customize the blocks it grabs and doesnt grab, but it might be bugged, ill be looking into improving and fixing it in the future.

    @WJracer errr thats odd, I'll probably have that fixed for next version or at least keep it from crashing out the game

    @HellishINC ah looks like a side effect of having weather disabled on overworld, only issue this will cause is some player based data to not get saved but might not matter, anyways catching the issue for next release, for ZA error, I just recently tested a solution and will be out soonish or just download the CoroUtil I posted 2 posts of mine ago

    @XenoTerra I made some changes to Zombie Awareness since your post about thaumeter that should resolve the issue, let me know if you can still see the scents through it.

    @Timorr hehehehe I played with this idea way back before everything had pathfinding, was neat, makes a huge mess over time though. If enough want the idea I might try to readd it in either ZA or Hostile worlds (but default configured as off)

    @PlayerX2000 look in your mods folder for duplicate CoroUtils

    @thesuppcreep Hah, yeah that would be awesome @ storm chasing vehicles.

    hngggggg thats enough replying for now, will get back to the rest later. Note to self continue near bottom of page 236.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    @Tarrot excellent, thanks for testing :D

    @AKreedz302, Master_Hill_ ahhhhh hmm yes right, I should probably update those, I've been putting off updating those for no real good reason, I'll try to get it done relatively soon, for 1.7.2 and 1.7.10 as well.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    @Genshou ;o, Thanks ;D <3
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Hmmmmm, not entirely sure whats up with the DimensionChunkCache related crashes(im not having the issue), but I might have been able to patch the problem with a fallback, anyone getting the issue try this CoroUtil: https://dl.dropboxusercontent.com/u/16326915/new/CoroUtil-1.0 for MC 1.7.10.jar - this is probably compatible with current releases of my mod, if not let me know and ill update the mods to use this one, cant wait till I have CoroUtil with its own mod page so I can avoid updating every mod just to update CoroUtil \>_>/
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    The coffee is doing its job well! I just released a second update for Zombie Awareness today! I even documented every configurable feature in the cfg files too! (FINALLY!)

    ZA 1.9.4: http://coros.us/mods/zombieawareness

    Notable changes: I disable child zombies and the 'zombies getting hit summoning a second zombie' feature, of course this can be configured to be back on, see config files for more details
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    I'm a bit behind on forum posts, stuff wearing me down, bouncing back a bit, will reply to posts sometime later.

    I've gotten enough complains about mod conflicts with Zombie Awareness to give it a little bit of work, should resolve the entity scent spam some other mods cause with it, as well as them being hidden from Thaumcrafts entity viewer thing, also respects the players max health better for the constant bleed when low on health mechanic. These fixes are for MC versions 1.6.4, 1.7.2, and 1.7.10, I didnt feel like testing in 3 different mc versions outside my eclipse so let me know if theres any crapups.... v1.9.3: http://coros.us/mods/zombieawareness

    I've had a weather2 fix for the sound crash for a while, going to package that up and release it now.

    Edit: Weather2 2.3.5 with ConcurrentModificationException fix is now out, get it! http://coros.us/mods/weather2 - for the record, there was 1 guy in irc that stated he still had the issue despite turning off what I said to turn off, so if you still get the crash with this version, let me know, pretty sure it cant happen anymore though.

    Also, I've decided that I will be eventually switching how you need to install my mods, nowadays most mods just have a download to their mod jar itself that you pop into mods whereas I require extraction of a zip and so on, I'm going to change to the 'just a jar' way at some point.

    So CoroUtil will have to get its own mod page, which should be easier to manage for me as I won't have to update every mod with the proper CoroUtil every time I make changes to it, you guys will of course have to start downloading it too when you download one of my mods but thats life, I'll have to make some changes to the modsystem on my website first before I go ahead with this.
    Posted in: Minecraft Mods
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