Weather Mod 1.22 is ready to be released with the siren and 'end of rainstorm' tornado spawn fix, I'll probably wait to release it till tomorrow as a MC 1.4 mod along with Tropicrafts bugfix update. Already had a look at compiling it for MCP/Forges MC 1.4 version, shouldn't take more than a couple hours to get it out tomorrow after MC officially updates to 1.4.
Also, all the sourcecode of my actively maintained mods is available here: https://github.com/Corosauce
ZombieCraft 3.0 is on there too, but I won't be compiling it up for play till I've got this perk code finished up and another level or 2 updated.
Latest ZC 3.0 Updates:
- Unlimited Ammo in creative mode
- Support for camera points loaded from level schematic file
- Custom texturepack loading support per schematic file (changes your texturepack when it changes level, so you can force classic ZC 2.0 textures, or use MC textures, or any that is in the clients texturepacks folder already)
- Gun ammo displays readded, fully working guns: DEagle, AK47, M4, Shotgun, Flamethrower, Sniper Rifle (no scope yet)
- Perk code working, purchase imeplementing next on todo
Pic of how I'll have the GUI / HUD looking for now:
@harpwner Heh, I probably glossed over your post because you neglected to post an error log, not to mention you have almost no detail on your issue, how dissapointing! And if you don't know how to get an error log, google it.
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Oct 23, 2012Corosus posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvementsPosted in: Minecraft Mods
Sep 18, 2012Corosus posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvementsI'm aiming to release Zombie Awareness, Move Plus and Autofarmer tonight unless I become too distracted, updating them to use FML / forge, id make it support modloader but I have to use the config system from (i think) FML now. Zombie Awareness supports multiple dimensions at once (just overworld and unreleased tropirealm for now) and has a new long distance group mob wander feature, the feature kinda pushes the pathfinding rate pretty hard so I'll probably default it off. Though it actually makes cave exploration safer at night since everything tries to go have a party on the surface.Posted in: Minecraft Mods
@matthew2945 it requires forge now, not modloader
@varrin7 / Fred30w, what Fred30w posted seems pretty much on the money, though Storm_Tornado_maxActive is currently broken, i implemented that feature really weirdly, one of those things to fix still, Storm_Lightning_active atm also doesnt do anything yet, need to recode my activation of the lightning for smp. I havent even tried the debug weather cp gui since 1.3.2 so it probably just makes fake client tornadoes still. And finally I think 1.2 has an 'endless storm' bug that sneaked in during the storm and weather code redesign, looking into that one.
@Fred30w yeah best to avoid the weathercp gui for now, I forgot to mention it still needs fixing. as for disabling waves, you can visually disable them by setting their render range to 0 in the config, however I neglected to account for the server side of the waves so for now you might be stuck with them being moved a bit, I'll add a simple 'Enable Waves' config option in the soon coming bugfix update
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