Quote from Corosus
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 \>_>/
Whatever was done, has now fixed it with that file, Corosus. Thank you.
Back to testing.
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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:
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Agreed! Still hoping he'll update it, I loved using it to craft a proper hostile experience for minecraft. Not sure if he intends to eventually update, if not I will likely reach out to him and offer to update it.
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Yeah released ZombieAwareness for 1.10.2 a few hours ago, now pushing announcements for it, feeling proud about this version! Get it! http://coros.us/mods/zombieawareness
Updated curse projects for it all too.
Heres a new video on whats new and overall what it does:
Edit: Forgot to say, now that thats out, next step is to fix some more bugs in weather2, those particle issues, and maybe also some feature dev for it as I've been messing with that on and off for a bit now.
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Hmm noted about the particles, I'll give them another pass, forgot to fix the issue of them not being effected by wind, noticed that before I released.
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So optifine likes to remove forge methods, methods I depended on for registering my textures, but I found a workaround luckily that fixes the above "lava and water in sky" issue and more.
New Weather2 and CoroUtil that works with optifine is released to my site. I also noticed my old "minimap mods make clouds invisible" fix got unapplied so that fix is back in too.
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Weather2 and CoroUtil out for 1.10.2, go get it! http://coros.us/mods/weather2
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Particles missing in 1.8.9 like my clouds, my tornadoes, and the icons from my forecast is a known issue as of recent, quite a few mods can mess with my stuff like that, works fine in 1.7.10 though, I'll have to go over my code more carefully and find out what the cause is, probably my own code not accounting for something, so far I can't find any open source mod that is doing this, so debugging the problem is currently a pain and not a high priority
@noswanson1982 Yeah I like that idea, its never fun to have to recover your items from super strong mobs while you are underpowered, I have a test DPS system working that binds the data to the chunk/location itself, so that base defenses can be factored into this calculation. This might make adjusting the value down more difficult, since its less player dependant, but I do like that general idea, the difficulty will at least go down a bit due to you losing your armor though. Perhaps if I made something specific for length of time a player has lived for / when they die, like a forced temp debuff on difficulty when a player dies in that area.
Edit: Oh I would also like to add more features to weather mod, but I'm just waiting for some motivation to gather to get to doing that, droughts are an interesting idea
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Don't forget you should be able to fix the black screen issue by going into Weather2/Misc.cfg and setting Misc_proxyRenderOverrideEnabled to false, if black screens are still an issue after doing that, report it to my github with a listing of mods https://github.com/Corosauce/weather2/issues
I just pushed a decent update to Zombie Awareness for MC 1.7.10 that lets you add extra spawning to the world, also has some bug fixes, new CoroUtil as well.
I have been playing a custom modpack on a private server with some friends for the past month and a bit, we decided to make it a 1.7.10 pack because thats where all the action is still, a lot of the gameplay adding mods I care about still arent updated to 1.8.9, the pack is tech based with a focus on crazy difficulty by using, open modular turrets, special mobs, infernal mobs, zombie awareness, and my still WIP mod, HW-Invasions
At first the server was crazy difficult, all of us barely being able to survive, but as we built up our bases and tech setups with fancy weapons and armors, the endless fear of doom lurking around every corner eventually faded. As the difficulty of the game is fairly static and all the tech or magic mods can outpace the gameplay over time.
So naturally, this has inspired to mod even more (on 1.7.10 for now), I want to try and solve this problem of all these tech/magic/builder focused mods making the game feel way too easy after weeks of playing when it comes to going out in the world and fighting mobs.
For the past few weeks I have been researching, planning, designing, and starting to implement what I can best describe as a sort of dynamic difficulty library.
The end goal for this is to have the mobs in the world scale in difficulty with the players (or most relevant player in the area), so that there is always a challenge waiting for you out there. Looking to take special account into players that are heavy jetpack / flyers, by either having mobs that fly or try to pull the player down, or leaps up at player, still deciding on what way to go for this.
My WIP HW-Invasions mod was the first simple implementation of this system, but it was focused on vanilla instead of what mods offer, it was definately a good start, but I am now expanding the plan to account for what modpacks offer, FLYING EVERYWHERE IS OP I SAY! OP!
Here is what I've got written down for detecting a player and his bases abilities:
difficulty calcs
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- time in chunks
- time in server
- armor rating (no weapon calc), testing how much damage is cancelled based on equipment
- damage per second calc (bound to chunk not player) linked to player on calc when in area
-- will help rate their base in addition to the player
- player max health
- distance from determined center of server
- average top speed (forgets old values over time, might be hard to get reliable data)
reactive AI
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- detect player is flying
-- not in minecart, not in archemedes ship
I have most of the difficulty calcs working at the moment, just got the DPS one working as of last night. I'll keep what I'm going to do with this data a secret for now, but I am open to suggestions on other ways to figure out how powerfull a player is.
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Weather2, ZombieAwareness and CoroUtil are now out on my site for MC 1.8.9 http://coros.us/mods/weather2 etc,
There seems to be an issue with linking older MC versions, for now find 1.7.10 and earlier versions in http://coros.us/mods/modsystem/dl/
Uploads to curse on their way too.
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Weather 1.8.9 is very close to done, I might fix 1 or 2 more things in it or just release the current state of it.
I am going to be migrating my website to a new host, if you notice the site is down, that is probably why, hoping it wont be down for more than a couple hours.