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    posted a message on [MOD] Battle Towers BetaV1 - New Rarity Patch available.
    Quote from Mrtumnus135 »
    What would be awesome if this was compatible with The petmod, Send zombies in to do you're bidding against the mighty golem.

    Yeah, the game RUNS with it, but when you get near a tower the game stalls out when my pet mod is installed, I'm working on figuring out why.
    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 Natureman22 »
    oh man I lol'd . I was messing with skeleton range ,speed,accuracy, and recover and I ended up with a rogue pet torch skeleton with a gatling bow shooting in a constant 360 around me... DAMN is there any way you could make pet skeleton arrows not hurt you?

    Yeah I'm pretty damn sick of them catching me on fire, I hear ya, I'll have to add some code that accounts for prefix skeleton types, as well as ally freeze arrow skeletons getting you stuck, freaks me out.

    Also CAREFULL, prefix skeletons apparently dont retain their weapon type on reload of the save, so you might suddenly have tnt skeletons about to destroy everything, had to learn that the hard way, I've got code almost done that fixes that too.

    Actually playing my mod before I passed out yesterday...... weird stuff is happening, pet creepers have a melee attack now and dont explode? (wtf!), that wasnt even intentional. also sounds like healing might be broken again, I keep forgetting to update a line of code that keeps that working, updating code from game version to version is painfully tedious and hard to remember everything I change, so bugs may return each new minecraft version I update for :/.......... I'm noticing some weird behavior from pets too, they dont attack now unless initially attacked, then they act normal....... Will be fixing up that stuff in addition to working on readding thevdudes zombies and readding auto exploding creepers as an option, forgot about that again lol.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from Ventus »
    I keep getting crashes when I try to go into worlds... hm.

    paste the crash report here, I should be able to tell if it's because of my mod.

    Also I've updated the mod twice silently, first to resupport prefix skeletons, the second to redisable creepers from hurting things other than you.
    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 for 1.2.6, go read original post! Wooo! Oh yeah.... extra zombies arent added right now, they need to be better coded, and I need to re-enable prefix skeletons once I have a compiling version for 1.2.6.... oh its updated, let me update my code :biggrin.gif: (forgot i need a working compilable prefix skeletons to have support for them in my code)

    Quote from Natureman22 »
    I posted before about this but it went into the forum's post void. There seems to be an issue with zombie pigmen... I can't heal them and whenever they attack, they take damage for no reason. also they just won't stop jumping whenever I go into a cave.

    Yeah they're still really bugged, only did an anti crash test, they will eventually be supported, maybe once I can bring them to the normal world. Also, block breaking zombies eat everything (but will take a long time for stronger blocks), they will probably eat through your cactus for now, I will be making them unable to mine unless theyre staying still infront of the block, so cactus's might never break....

    Quote from Tyler579 »
    Just Nightmare mode please?

    Don't make the rod, simple as that, oh and drop in the AIManager.properties for nightmare mode. Read my instructions for installing nightmare mod for more detail...

    Both these mods are very tied together, they both change the same code, I will never be separating them.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from FungusTrooper »
    Whoah I totally went and made a video!

    Cool video :biggrin.gif:

    Added it to the original post....... Bump!
    Posted in: Minecraft Mods
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    posted a message on AI Nightmare mode v0.2 - MOVED
    Quote from thealantang »
    something i really want (but i doubt its even possible atm) is for zombies to be able to CLIMB to get to you, or at least stack amongst themselves to do so.

    so that means you cant just build a pillar and protect yourself with height

    I agree, I've been thinking of crazy stuff like zombies using eachother to jump higher etc, stacking would be awesome, In the most recent version of Pet/NM Mode mod I've got zombies breaking walls (off by default), so hiding inside things is no longer safe with that. Making zombies build staircases for other zombies to realize they can use with pathfinding would be badassed, one day I hope to have that working.

    Also, I guess I should have updated the original post with the new thread, go here: viewtopic.php?f=25&t=86872
    Posted in: Mods Discussion
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Yaaaay, about a day and a half later then planned, but I've released the new version, check out first post to download, the list of changes really piled up wow! Hope you enjoy this version, and please do tell me of any bugs you find other than ones I've mentioned like DrZharks creatures still acting a little..... weird.

    I've been using my mod alongside mo creatures and prefix skeletons with elemental arrows, and having enhanced pet skeletons that shoot fast elemental arrows is crazy fun :biggrin.gif:, carefull of the enhanced pet tnt shooting skeletons though lol, and pet fire arrow skeletons set you on fire >_<

    A max distance for rendering healthbars? Good idea.

    Oh one more thing, BACKUP YOUR SAVES if you try the zombies break walls option, right now its a very early implemented version, which willl even eat your chests in your base WITHOUT DROPPING THE ITEMS IN THEM, so be carefull, its just a sneak preview of whats to come: sound detecting sandworms.

    Posted in: Minecraft Mods
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    posted a message on [MOD] Ayu's Mods (Requesting help...)
    Ayutashi, I've setup my Pet Mod to almost automatically be compatible with prefix skeletons(not out yet), but after a lot of reflection code fail and now using a simpler method, I hit one small issue, could you please modify the prefixArrow access from

    private ArrowSpec prefixArrow;


    public ArrowSpec prefixArrow;

    Shouldn't be a big deal :wink.gif:, it's so I can call use my workaround modified attack function to try to instantiate a new elemental arrow and gracefully fallback to original code if prefix skeletons isn't installed. Please and thanks :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
    Hey guys, almost ready with the next update, I've got it running on 1.2.5, need to finish up some features before releasing, I hope to get it out this morning, but its already 5:30am, just spent the last 4 hours getting it to work with 1.2.5, heres a sneak preview of what to expect....

    updates to post:
    - fixed being unable to use your fist to hit things
    - fixed heal not working right, and finally fixed health dropping on reload of save
    - force pet ai off if its 164 blocks away from you, bad stalls without if you're really far away
    - distance orders working (take command of pets from anywhere as long as you can see them)
    - 2 rods now, 1 as you know it, and 1 enhances your pets as well and has more charges, move faster, attack faster, all configurable
    - enhanced skeleton pets have added config options:

    - fixed DrZharks creatures as pets pushing you endlessly, fire wraith still hurts you if near though
    - recoded to be AUTOMATICALLY compatible with prefex skeletons (should make your life easier, Ayutashi)
    - you can use my mod with craftable mob spawners mod (when its ready for 1.2.5), just apply his mod after applying mine and the game will use his mob spawner instead, however this will cause my mobspawner related config options do nothing
    - fixed healthbar code leaving GL blend enabled and GL lighting disabled
    - pets might be immune to fire, i changed the location of the anti-sunburn code to further reduce the number of modded files
    - guard(entity/block) command maybe
    - leesh of destiny???
    - EXPERIMENTAL nightmare mode config option: hostilesBreakWalls=1, zombies (and skeletons) will break walls slowly if they stay infront of it, works best with hostileLOSCheck=0, a little buggy, be carefull using this, it still needs a lot of work
    - added ai debug toggles: numpad 1 and 2
    - adding timeControl=1 to config enables k and l to change the time to sunrise and nighttime (for more debugging fun)
    - other subtle ai behavour fixes + lots more code to prevent redundant entity pathfinds

    Back to work!
    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've updated the mod, fixed the creepers, and it looks like the mo' creatures mod just plain works for it, no fixing for that needed :biggrin.gif: Go grab it!

    Quote from turbeauke »
    my i hit my sheep now it gets on fire and drops hundreds of wool
    why is this?

    Your minecraft is possessed, kill it with fire! But actually, delete your minecraft.jar (and 'version' file so minecraft redownloads everything), then reapply the mods and the sheep thing wont happen....You must have downloaded the first version that included bw.class accidentally :smile.gif:

    Quote from Dragonchampion »
    Update for 1.2.3_04 plox?

    I love this; I hope Notch adds it into the game, but did you see my original suggestion? About the dogcatcher's loop? If not, I will reiterate.

    My suggestion involves the following:

    Introduction of a new rod, which resembles a dogcatcher's loop. This rod will be able to capture 6 mobs (The current durability) before being destroyed.

    The current rod would be made either infinite or 15+ uses. A diamond and a piece of sulfur are hard to come by.

    A new mode of command would be introduced: Guard. This command takes whereever you have given it an order and mark it as a point, where the creature always sticks around within 5-10 blocks. Any enemies it sees it will attack, and then continue its patrol.

    Thanks again for an awesome mod. =D

    I agree, others have said this to me as well, and the more I use it the more I realize I'm just hacking diamonds and lightstone into my inventory to make more rods hehe, I will either make this one simpler to make or do 2 types of rods, I'm thinking of doing the cheap one like you said, and making the better one grant more fancy abilities for your mob/pet, steal health per hit, slow auto healing, stuff along that lines, not really sure.....

    As for a guard command, hells yes! That will come once I make the rod able to command entities from a distance, distance commands will make a lot of things easier.

    Oh yeah, skeletons have a small range where they think they should shoot you, that bug likes to keep coming back...

    The development continues!
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Crap crap crap another update is out, guys just ...... don't update (Enter a blank uesrname and password then play offline) until I get the new compatible version out, because incase you didnt know any update from notch breaks all mods. And it takes hours of my time to update it.

    Edit: I wont be updating this mod until tomorrow maybe, because notch will be releasing ANOTHER patch tomorrow, so don't update since it doesn't change single player anyways, if you already updated, find a backup of 1.2.3_01 somewhere, I wont host one.

    http://notch.tumblr.com/post/1681247283 ... g-tomorrow
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Ok I've updated it for Minecraft v1.2.3_01, don't forget to download the new modloader I linked, you must download that one, not the one off 303s page till he updates that one with the small fix. Hope multiupload works ok, mediafire upload isnt working.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Yeah it's not compatible with 1.2.3_01 yet, I'm in the middle of converting it over, hoping to have it updated within a couple hours. I don't dare try to run my save, all pets would suddenly be my enemy, in addition to it crashing cause of missing items :tongue.gif:

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from DrZhark »
    Excellent mod! great job

    Do you think you can tame my lions/bears/wolves?


    Already tried a bit, used one of posters fixed files for modloader in your thread, seemed to freeze the game after looking at one of the creatures for a couple seconds, 303's versions might work better, but regardless we'll all have to update our stuff once notch releases a non buggy version of his latest update. refactoring obfuscation, wheeee =_=

    Quote from GooseBerry »
    "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) - I really don't think this is a good idea, I'm so sick of patching up holes >_<"

    Could you please add this anyway? it's something i've always wanted. You can just make it optional for those who don't want it.

    Yeahhh, I might as well :smile.gif: I'll just have to test this on a fresh world with an obsidian fortress :tongue.gif:
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from todash1919 »
    Well... Darn it... I started playing , made the rod... Got some cows... Thought, Oh cool, a sheep... Suddenly:
          Minecraft has crashed!      
    Minecraft has stopped running because it encountered a problem.
    If you wish to report this, please copy this entire text and email it to [email protected]
    Please include a description of what you did when the error occured.
    --- BEGIN ERROR REPORT a1dce528 --------
    Generated 11/23/10 3:49 PM
    Minecraft: Minecraft Alpha v1.2.2
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_16, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Intel 945GM version 1.4.0 - Build, Intel
    java.lang.NoSuchMethodError: bl.<init>(I)V
    	at br.a_(br.java:10)
    	at lc.e(SourceFile:19)
    	at gx.a(SourceFile:304)
    	at cw.a(SourceFile:400)
    	at cw.d(SourceFile:441)
    	at co.a(SourceFile:88)
    	at ps.a(SourceFile:405)
    	at gp.a(SourceFile:126)
    	at gp.b(SourceFile:77)
    	at cw.c(SourceFile:380)
    	at cw.a(SourceFile:346)
    	at on.a(SourceFile:42)
    	at cw.j(SourceFile:1469)
    	at cw.i(SourceFile:1390)
    	at net.minecraft.client.Minecraft.i(SourceFile:1131)
    	at net.minecraft.client.Minecraft.run(SourceFile:599)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 1e629f85 ----------

    Hmm, trying to use any other mods other than mine?
    Posted in: Minecraft Mods
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