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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    In quick reply to the last page of comments....

    Pet Skeletons shooting you was fixed in v1.2, creepers as well as other pets always following you was fixed in v1.2 too.

    I've confirmed a weird lighting bug to all sprites occurring when the healthbars are on the screen, in addition to other weird visual things with it, it was a fairly hacky implementation and I have no doubt I messed up a couple opengl calls.

    I've never tested slimes, ghasts or pigmen, or the nether at all yet so no doubt they don't work right, I will get them working for a major release, plans for a way to bring your pets near the gate into and out of the nether is on the todo.

    Oh yeah, I'm very excited about the idea of mobs breaking walls down, or just zombies, been planning on that feature for a while, its very possible, I should probably merge the nightmare mods thread with this one, it had future plans in it.

    Edit: Oh yeah, in regards to requests for compatibility with other mods, please post a link to the forum post with the mod, it's not always easy to find the mods you're talking about.

    Edit edit: glad you're all enjoying the mod :biggrin.gif:, I'll try to keep up with bug-tracking and do support where possible.

    Features to be added to next update:
    - If you give a command to an animal, without actually taming it, will cause it to never despawn like pets, this is so you can have a farm/big area of animals without having to waste a tame charge on it, taming them will still give them a health boost and a health bar
    - Amount of charges per rod will increase from 5 to either 10 or 15, I might need to make the recipe require more materials, but I find having multiple rods in my inventory just because they only have 5 charges is annoying me more and more
    - Better pet skeleton aim, they seem to enjoy shooting at the feet of their enemies
    - A way to buff pets, for now I will probably add a health leeching option per kill/hit, off by default but can be changed in the configurations for that extra level or boredom, balance be damned.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Hoodwink wrote :
    > Don't sweat it - I've also had to click half a dozen times just to get a
    > post accepted, and I'm sure we're not the only ones. :smile.gif:
    > Could you merge your hc.class with the Fly Mod hc.class by any chance? I
    > also notice you use ng.class which 303's Modloader also uses. Will this
    > cause conflict with other mods?

    Hmm which fly mod? did a quick search couldn't find it. You can basicly fly with 303s newest grapple hook/gravity gun, and it's compatible, I've been having a blast with it.... Also it's just the modloader thats using ng.class, my mod doesn't touch it :smile.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
    Uhhhh, I guess I messed up the links? Sometimes it takes 4 tries to get this forum to finally update the post sorry guys, I've released version 1.2 with some nice fixes, wander command works properly again. Checked the links they appear to be correct.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Ice_Prince wrote :
    > Im afriad to download this because I only want the pet mod but I tihnk it
    > include nightmare mode, I dont wnat noghtmare mod.

    Don't worry, I made it so it only does pet mod stuff by default, you have to install the config file to make it do nightmare mode stuff.

    Tophatsaur wrote:
    >how do creepers attack? do they only explode :sad.gif: if so i cant have 1

    Keep it inside and safe :smile.gif: Though it might ruin your interiors if anything provokes it.

    dougbenham wrote:
    >Should add an attack command if its an unfriendly mob. Then you can left click or something on an enemy and all of your pets will attack the target.

    Yup I plan on it, as well as taming mobs from a distance, was having issues with getting entities beyond melee range.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Hunters225 wrote :
    > Good god, this is awesome. i downloaded, made a rod, and got a small army
    > of pigs and cows.
    > THEN i saw a sheep, and was like "sheep! sheep come here and let me
    > dominate you with my rod!"
    > and this happened:

    Oh ****!!!!! my bad, that wasn't supposed to be in there, here download this and copy it into minecraft.jar, its the original bw.class sheep file http://www.mediafire.com/?tepn1732d99tedv
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    boweruk wrote :
    > Looks really cool. I'm going to make a video about this.

    Go for it, I might make one after I finish my animal farm surrounded defended by my hostile army.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Posted in: Minecraft Mods
  • 0

    posted a message on How easy is it to mod MineCraft Alpha?
    http://mcmodding.wikispaces.com/ is a good start, using that you will be able to read the code a little easier, it translates the obfuscated code into mostly readable code, use that as a reference, because you can't release mods using the decompiled code that it generates (yet), you will have to use the spreadsheet to compare the readable code to the obfuscated code, and then work in the obfuscated code and modify what you need, like for example, you'll probably have to find the function that calculates how much the armor blocks damage, and go from there.

    Java decompiler, http://www.varaneckas.com/jad/
    JadRetro is apparently useful too for fixing decompile to compile issues, haven't tried it yet myself: http://jadretro.sourceforge.net/

    the people in #risucraft in irc.esper.net are helpful too, I basically live there now.
    Posted in: Mods Discussion
  • 215

    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    For bug reports, please create a new issue in the relevant repo at https://github.com/Corosauce , otherwise they will likely get ignored. for general inquiries: use this thread or contact me in irc for maybe a more immediate response. Server: irc.esper.net , channel: #tropicraft

    Alternatively, since I dont pay attention to this thread much, post an issue on curse for the relevant curse projects, list of projects here: http://minecraft.curseforge.com/members/Corosus/projects

    Modpack policy: Now including Tropicraft, you can include any of my mods in your modpack, I just ask that you link back to my http://coros.us/ website for my mods, or http://tropicraft.net/ for Tropicraft, for wherever you display info about the mods in your mod pack.

    Note: I ignore forum pms, I always have ;D

    Website: http://coros.us/
    Youtube channel for devlopment videos: https://www.youtube.com/user/CordonFreeman/
    Twitter: https://twitter.com/CordonFreeman/

    Donations: Click to donate

    -Client/Server Mods-

    Adventuring Mods:

    Hostile Worlds Alpha - Long Distance Invasions, Zombie Miners, Stacking Zombies, New Dimension, Lava Worms - MC 1.6.4

    Dimension Mods:

    ZombieCraft 3 - Total remake of ZC Classic, tighter gameplay with multiplayer - MC 1.6.4
    ZombieCraft 3 More Maps! - Listing of user contributed maps, maintained by Mixmaster1190
    ZombieCraft 3 Even More Maps!! - Listing of trevormine and Jestors maps, possibly more
    Tropicraft - Team project, adds tropical dimension with amazing islands, villagers, waves - MC 1.6.4

    Weather Mods:

    Local Weather & Stormfronts - The new local weather mod! Replaced vanilla clouds! Stormfronts of varying intensity! Wind! Leaves! Tornadoes! - MC 1.10.2
    Weather & Tornadoes - Wind! Leaves! WAVES! More intense storms! Tornadoes! - MC 1.6.4

    AI Enhancement Mods:

    Zombie Awareness - Enhanced behavior + smell/sound/light senses for hostiles - MC 1.10.2

    Particle Mods:

    Particle Man - Wield fire particles, kill stuff BioShock style! - MC 1.7.10

    -Client Only Mods-

    Convenience Mods:

    MovePlus - Dodging/Double Jumping - MC 1.6.4 [SSP/SMP]
    Auto Farmer - Speed up farming tedium - MC 1.6.4 [SSP/SMP]

    Total Conversions:

    ZombieCraft - COD Zombies in Minecraft - Patching from MC 1.4.5 [SSP]

    Core AI Entity Changes:

    Pets - Tame anything in Minecraft, give orders - MC 1.1.0 [SSP]
    Nightmare Mode - Find a new challenge in the game - MC 1.1.0 [SSP]
    Miner Zombie - Zombie tries to dig until he gets to you - MC b1.8.1 [SSP]

    A random image, for some reason:

    Posted in: Minecraft Mods
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    posted a message on AI Nightmare mode v0.2 - MOVED
    Quote from DLTyrus »
    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.

    Dude get outta my head! :tongue.gif:, I was thinking that too regarding occasional nights that get crazy, something like once a minecraft week, and make some kind of audible que that its THAT night and you better lock yourself in a minecraft closet, though I think the red moon idea is even better, noted.

    Also I've just discovered how to increase the 'start spawning monsters' range and frequency for mobspawners, making it very easy to make a horde of zombies come at you from a certain area, of course that requires placing down the mobspawners, but I like the selective spawning idea, it's fairly easy to customize the conditions in which mobs spawn, I'm just really not sure what conditions those should be, one example is , making mobs spawn if the ground was a high enough elevation is as easy as checking a height variable.... Notch already has biome specific monster spawning partially implemented, so it might be best for me wait and see about this until he has that being used, so my work doesn't become depreciated.

    Oh yeah and regarding creepers and making them look different, I've already talked to some people that have added completely new animals/monsters into the game, so it won't be a problem at all, adding new AI for them and everything is very possible.

    I might work on a castle defense style mod in addition to all this, ScottyDoesKnow has made a sentry gun, which will work perfect along with hordes of zombies coming at you like this:

    Bouncing a lot of ideas around in my head, getting kinda overwhelmed with the possibilities :biggrin.gif:

    Now for some info about how far I can push the AI/entity count in the game, using the situation in the above pic as the test.

    With monsters animal targeting on (which means scanning the area around each monster for other entities), the game can handle about 700 entities bunched up together, past that it starts to really stutter then drop to 1 fps at 1000ish entities, with that targetting off, it can handle 1000 nicely up until about 1400 entities.

    My targetting code can be made more efficient, so those figures will probably improve.

    Keeping in mind my computer is a Core 2 Duo E8400 with 4GB memory using a GeForce 9800 GT, base the figures off of that, this mod will probably require a decent computer to use.

    I think thats about it..

    Quote from NightKev »
    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.

    Yeah definately, I might just set a max count or make them all dissapear when the sun comes out as well.
    Posted in: Mods Discussion
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    posted a message on AI Nightmare mode v0.2 - MOVED
    Quote from kk2 »

    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.
    Posted in: Mods Discussion
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    posted a message on AI Nightmare mode v0.2 - MOVED
    Quote from opaquer »
    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.
    Posted in: Mods Discussion
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    posted a message on [Idea] Pet mod
    I've been looking into this the past couple days, a pet mod is definitely possible, I've found how to prevent creatures from despawning when you are out of range of them, and I'm very close to making creatures move around and do anything I tell them, I've always wanted pets in this game :biggrin.gif:
    Posted in: Mods Discussion
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    posted a message on AI Nightmare mode v0.2 - MOVED
    I've released the first version of the mod, check it out, it shouldn't crash your game :biggrin.gif:
    Posted in: Mods Discussion
  • 0

    posted a message on AI Nightmare mode v0.2 - MOVED
    Merged with Pet Mod, go here: viewtopic.php?f=25&t=86872

    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


    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:
    Posted in: Mods Discussion
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