Yesterday didn't go as planned so well, but I just finished writing up the gigantic changelog of my stuff over last 3-4 months and now I'm gonna eat, then go through the motions of updating the info on my site / uploading latest versions, here's what I remembered with the help of coffee:
The Last 1.5.2 feature update before updating to 1.6.2
------------------------------------------------------
Zombie Awareness 1.9
--------------------
New Features
------------
- A pile of new configurations added, a bit of a mess at the moment, to be resolved once new feature reorganization happens
- Old extra spawning via 'maxZombiesNight' still exists, but 2 new per player only spawning ways exist:
-- Surface spawning: will spawn zombies from nothing randomlyish around you on the topmosts blocks at night (might violate some spawn rules, carefull)
-- Cave spawning: depends on existing zombies, will duplicate a new zombie like the old 'maxZombiesNight' but is for caves, more event based, intelligent cave
spawning systems will become preset in Hostile Worlds and this feature will remain random
-- Lots of ways to configure it, see the standard /config command way
-- Also has an option to make them 1 time auto target the player they're spawning near without needing omnipotence on all the time
- Ability to switch to csv list of Entities, as well as a way to switch the list between whitelist and backlist, use the the console debugs to see if your list is
properly ticking on the entities you want, /za list helps you see the naming you need to use, this should help enable use of ZA on mod entities more, if they use
vanilla path following ways
- New 'per player' based configuring option have been added in an attempt to make it more customizable for servers but requires admin to config:
-- Senses (sound, blood)
-- New extra surface spawning
-- New extra cave spawning
- Client side only configs: render blood, show debug visual of senses in world (shows their strength in size too)
- A bunch of other small improvements I've forgotten
- Future plan
I don't like that I have to adjust the settings of ZA to more intense as I progress in the game, theres a flow issue.....
So I'm going to take my player rating calculating code from Hostile Worlds and add it to ZA to dynamically update the 'difficulty' of ZA around you, and a way to
the client player to tell the server they want features on like extra spawning (some really hate that stuff entirely)
Hopefully this will make ZA only a little active when you are just starting out, and as you get awesome armor etc, ZA updates the challenge appropriately in its
passive non event based way of doing its stuff
No ETA on when I'll do this, basically when the right kind of motivation hits me
Weather 1.55
------------
- Wave rendering less obtrusive, lighting redone and more transparency
- Improvements to extended renderer
Particle Man 1.4
----------------
- little tank storage GUI beside inventory
- water particles that shoot from your feet for flying based on the angle you are at, like a water jetpack
- tweaked other particles to cost more and have a little less power
ZombieCraft 3
-------------
- Moved ZombieCraft button outside of 1.6 update message
- Some levels had zombies stop pathing when pressed against walls on certain sides, turned out to be how Integers get rounded when in negatives, fixed where most
- The Item Using Turret (90% complete, semi experimental)
-- A new amazing way to defend your place against hostiles!
-- Emulates the way players use items to make the customizing options nearly endless when you think about the mod items you could use (some have issues though)
-- GUI: Has melee, ranged, and ranged ammo, and 3 fuel slots
-- GUI: can change turrets 'right click' charge time for item (eg: to full charge shoot a bow)
-- GUI: can change the cooldown between shots, but costs more power per shot for faster rate
-- GUI: change the target range, 0-80 blocks
-- GUI: toggle usage mode on melee slot to use left click or right click (so it could use a close ranged right click using item for melee)
-- Requires coal or IC2 EU power source to charge internal power
-- Works with a lot of mod items, specifically ones that fire projectiles, however some have issues, like thaumcraft firebat/lightning rods due to the way they
raytrace for targets I think, hard to tell. Balkons boomerangs are horribly bad (duplication issue), random issues like that.
-- Decently balenced for gameplay, minus the random issues with mod items
-- Has recipe: bottom row is 3 mossy cobble, middle row is redstone blocks on side and mossy cobble in middle, top row is a bow in the middle
-- Due to the experimental nature and difficulty of faking a player to use items as they do, it might be impossible for me to prevent this mod from allowing
crashes to happen when users try out mod items with issues. A blacklist to prevent certain items from being used will be added in the future.
-- Injects AI into vanilla entities so they target the turrets
-- Is a combo tile entity / entity structure, if hostile kills the top piece, it will auto repair in about 15 seconds, no maintinance required (yet?)
-- Preserves the state of the item after firing at a cost of power (this prevents the need to repair item etc, doesnt restore nbt state yet[?] but will in future)
--- A cost to use melee/range and to undo damage
--- A cost to refuel the used item from the ammo slot
-- Small bugs: in some states if you switch the ranged weapon, it wont notice the change and continue to use old item, just break turret and replace
-- combine with Zombie Awareness extra spawning and have fun setting up sandboxy tower defense scenarios! See if they can overrun it or exaust your power supply,
game over man
- Unit Factory (very WIP, probably OP but has no recipe yet)
-- looks like a teleporter pad but actually replicates a hostile world comrade to fight with you
-- Block is based off item using turret, so you can place items to give to the spawned entity
-- Awesome replicating effect ( http://coros.us/dl/replicator.gif )
-- Comrade is essentially a walking item turret with none of the recharge stuff, so he'll eventually becomes less usefull
--- Costs 500000 power to replicate one
--- Has all the survival logic my AI has developed over the years, attacks whats closest to you, flees if low health, slowly heals and has health visual
--- Teleports to you when far
- RTS Building (super amazingly experimental no recipe, but 99% stable)
-- A techdemo of my WIP town AI work to further my skill in AI development and desire to make a fully fledged RTS AI
--- Upon placement, builds the main command building from schematic (if available) and initiates a new town instance
--- Town Economy AI kicks in and produces workers
---- workers for now scan around for wood/tallgrass to gather and bring back to main base, uses base intelligent area scanning to help find resources
--- Economy AI starts giving out house build orders to workers and starts trying to fill out the area with houses as the resources come in
- Comrades and Workers require ZombieCraft textures to be installed for their appearance looks like, woo experimental stuff
Tweaks
------
- For the most part, invaders are the same, but there has been a lot of improvements and tweaks, their stacking has been improved greatly
- A config option that auto teleports the invaders to as close as 150 blocks from you was added to fix some issues when using MCPC+ with distant chunkloaded
entities, however I believe the issue with MCPC+ has been since fixed, so don't use unless you have issues of invasions never showing up or getting stuck far away
CoroAI (all my AI uses)
======
- More and more and more efficiencies in the threaded pathfinding, prevented a lot of redundant path requests being added to queue
- Universal tamability (see new tropicraft taming staff)
- Easy config diplomacy system
- Formation and Mob mentality system
- Behavior Tree AI tech
- New Config: cache overworld chunks only for pathfinder thread, someone had an issue of game eating all memory when my stuff is trying to cache Biomes o Plentys
custom dimension, enabling this option fixed the issue (but will break my pathfinding outside of overworld)
BuildMod (support mod for HW, ZC, TC)
========
- New ability to rotate schematics as they are printing into world with extremely limited metadata rotate support
- new Integer using mode that fixes old bug with block ids above 256
- Planning for schematics to stop using block ids by auto generating a block name&class to id lookup map
-- This will allow for ZombieCraft and other mods to support their block ids to be changed without breaking everything
--- Which also means a huge plus for supporting other mods that need those block id ranges and even use with ID resolver etc
ModConfig (all my mods use)
=========
- New way to run custom code after a generic config update call
You, sir, are honestly one of the best mod creators out there. On my modpack, in my world there was an apocolypse. The invasion meteor fell while a few tornadoes ripped up the land. I was in my fort, and Zombies were climbing the wall like in World War Z. I grabbed my backpacks and, taking advantage of the Tornadoes, flew away. Zombies and me flying around, blocks being thrown around. The portal was right in the middle of a tornado, so I flew my dragon in. All shall fall at the end of the World.
8D
Ok! All stuff is updated on my site now! Go get and let me know if i broke everything! Seems ok on my end so far http://coros.us/mods/
Also I just ninja updated hostile worlds, fixed some dedicated server crashes regarding that WIP replicator thing.
Edit: ZC3 with ModConfig uploading, should be done once someone reads this.
Edit2: I added a modpack policy to the top of my threadpost, figured I should add that as it is pretty much my goto response to anyone who asks me in irc
The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2013
Posts:
67
Minecraft:
Jester5009
Member Details
Hey so I've looked through the mod files, and texturepack zip for Zombiecraft 3.1 (As I do when I'm bored) and found a few things:
A noise for a mysterybox? Does that mean we might get a working one?
A noise for electricity? So we might get electricity?
I'm sure the past two are already pretty much confirmed, but you know whatever.
Also found texture files for a Trenchgun, MP40, AR35, Grenade, Kar98, M1Garand, Magnum, and Minigun.
So maybe new guns?
Whats stopping you? Its not like you need to ask permission. Now could you save posts for saying something relevant to the mod, please? All the posts about wanting to be a fan and begging for updates are rather spammy, and more than a tad annoying.
Rollback Post to RevisionRollBack
There are times when I feel like both the luckiest and unluckiest man in the universe.
Your mods are amazingly wonderful. They add that little bit of 'oh god we're being overrun' to the game and it's fun. Just a question though; in the 1.6 update are you planning on adding anything involving zombies and horses? Anything at all? I don't quite know how they would work in but it seems fitting.
Can anyone help me understand how to use the config files for the weather/tornados mod?
Specifically I would like to know what this means in the wind.cfg:
B:TropicraftRealm_Wind_active=false
Also we are running a server with this mod, but so far I have not noticed any waves in the water. We haven't had any tornados yet but I'm assuming that this is because they're supposed to be rare? All of the config settings are at their defaults right now and I just want to make sure that we will get the occasional tornado, waves, and things like that. We do have the leafy particle effects from the trees which are very nice. Any suggestions?
I worked on ZombieCraft a little bit! And I think I'm gonna work on it some more! *feels good*
@kaocrat I'm going to guess you have Tropicraft installed? it likes to reset I:waveRenderRange to 0 each game run, thinking about this now it's a pretty stupid feature to force set it and I've removed it in my dev version of weather mod
sheesh -- I am curious to see how zombie awareness impacts the new zombie code added in 1.6. Baby zombies are friggin fast and all zombies aggro from a football field away =)
When you get time can you add more intense lightning storms tornados that can gain strength or weaken as well as hail and colored lightning. Love your mod and hope to see new features in future updates
The Last 1.5.2 feature update before updating to 1.6.2
------------------------------------------------------
Zombie Awareness 1.9
--------------------
New Features
------------
- A pile of new configurations added, a bit of a mess at the moment, to be resolved once new feature reorganization happens
- Old extra spawning via 'maxZombiesNight' still exists, but 2 new per player only spawning ways exist:
-- Surface spawning: will spawn zombies from nothing randomlyish around you on the topmosts blocks at night (might violate some spawn rules, carefull)
-- Cave spawning: depends on existing zombies, will duplicate a new zombie like the old 'maxZombiesNight' but is for caves, more event based, intelligent cave
spawning systems will become preset in Hostile Worlds and this feature will remain random
-- Lots of ways to configure it, see the standard /config command way
-- Also has an option to make them 1 time auto target the player they're spawning near without needing omnipotence on all the time
- Ability to switch to csv list of Entities, as well as a way to switch the list between whitelist and backlist, use the the console debugs to see if your list is
properly ticking on the entities you want, /za list helps you see the naming you need to use, this should help enable use of ZA on mod entities more, if they use
vanilla path following ways
- New 'per player' based configuring option have been added in an attempt to make it more customizable for servers but requires admin to config:
-- Senses (sound, blood)
-- New extra surface spawning
-- New extra cave spawning
- Client side only configs: render blood, show debug visual of senses in world (shows their strength in size too)
- A bunch of other small improvements I've forgotten
- Future plan
I don't like that I have to adjust the settings of ZA to more intense as I progress in the game, theres a flow issue.....
So I'm going to take my player rating calculating code from Hostile Worlds and add it to ZA to dynamically update the 'difficulty' of ZA around you, and a way to
the client player to tell the server they want features on like extra spawning (some really hate that stuff entirely)
Hopefully this will make ZA only a little active when you are just starting out, and as you get awesome armor etc, ZA updates the challenge appropriately in its
passive non event based way of doing its stuff
No ETA on when I'll do this, basically when the right kind of motivation hits me
Weather 1.55
------------
- Wave rendering less obtrusive, lighting redone and more transparency
- Improvements to extended renderer
Particle Man 1.4
----------------
- little tank storage GUI beside inventory
- water particles that shoot from your feet for flying based on the angle you are at, like a water jetpack
- tweaked other particles to cost more and have a little less power
ZombieCraft 3
-------------
- Moved ZombieCraft button outside of 1.6 update message
- Some levels had zombies stop pathing when pressed against walls on certain sides, turned out to be how Integers get rounded when in negatives, fixed where most
critical, zombies should be pathing better now
Hostile Worlds v0.4 alpha
=========================
New Features
------------
- The Item Using Turret (90% complete, semi experimental)
-- A new amazing way to defend your place against hostiles!
-- Emulates the way players use items to make the customizing options nearly endless when you think about the mod items you could use (some have issues though)
-- GUI: Has melee, ranged, and ranged ammo, and 3 fuel slots
-- GUI: can change turrets 'right click' charge time for item (eg: to full charge shoot a bow)
-- GUI: can change the cooldown between shots, but costs more power per shot for faster rate
-- GUI: change the target range, 0-80 blocks
-- GUI: toggle usage mode on melee slot to use left click or right click (so it could use a close ranged right click using item for melee)
-- Requires coal or IC2 EU power source to charge internal power
-- Works with a lot of mod items, specifically ones that fire projectiles, however some have issues, like thaumcraft firebat/lightning rods due to the way they
raytrace for targets I think, hard to tell. Balkons boomerangs are horribly bad (duplication issue), random issues like that.
-- Decently balenced for gameplay, minus the random issues with mod items
-- Has recipe: bottom row is 3 mossy cobble, middle row is redstone blocks on side and mossy cobble in middle, top row is a bow in the middle
-- Due to the experimental nature and difficulty of faking a player to use items as they do, it might be impossible for me to prevent this mod from allowing
crashes to happen when users try out mod items with issues. A blacklist to prevent certain items from being used will be added in the future.
-- Injects AI into vanilla entities so they target the turrets
-- Is a combo tile entity / entity structure, if hostile kills the top piece, it will auto repair in about 15 seconds, no maintinance required (yet?)
-- Preserves the state of the item after firing at a cost of power (this prevents the need to repair item etc, doesnt restore nbt state yet[?] but will in future)
--- A cost to use melee/range and to undo damage
--- A cost to refuel the used item from the ammo slot
-- Small bugs: in some states if you switch the ranged weapon, it wont notice the change and continue to use old item, just break turret and replace
-- combine with Zombie Awareness extra spawning and have fun setting up sandboxy tower defense scenarios! See if they can overrun it or exaust your power supply,
game over man
- Unit Factory (very WIP, probably OP but has no recipe yet)
-- looks like a teleporter pad but actually replicates a hostile world comrade to fight with you
-- Block is based off item using turret, so you can place items to give to the spawned entity
-- Awesome replicating effect ( http://coros.us/dl/replicator.gif )
-- Comrade is essentially a walking item turret with none of the recharge stuff, so he'll eventually becomes less usefull
--- Costs 500000 power to replicate one
--- Has all the survival logic my AI has developed over the years, attacks whats closest to you, flees if low health, slowly heals and has health visual
--- Teleports to you when far
- RTS Building (super amazingly experimental no recipe, but 99% stable)
-- A techdemo of my WIP town AI work to further my skill in AI development and desire to make a fully fledged RTS AI
--- Upon placement, builds the main command building from schematic (if available) and initiates a new town instance
--- Town Economy AI kicks in and produces workers
---- workers for now scan around for wood/tallgrass to gather and bring back to main base, uses base intelligent area scanning to help find resources
--- Economy AI starts giving out house build orders to workers and starts trying to fill out the area with houses as the resources come in
- Comrades and Workers require ZombieCraft textures to be installed for their appearance looks like, woo experimental stuff
Tweaks
------
- For the most part, invaders are the same, but there has been a lot of improvements and tweaks, their stacking has been improved greatly
- A config option that auto teleports the invaders to as close as 150 blocks from you was added to fix some issues when using MCPC+ with distant chunkloaded
entities, however I believe the issue with MCPC+ has been since fixed, so don't use unless you have issues of invasions never showing up or getting stuck far away
CoroAI (all my AI uses)
======
- More and more and more efficiencies in the threaded pathfinding, prevented a lot of redundant path requests being added to queue
- Universal tamability (see new tropicraft taming staff)
- Easy config diplomacy system
- Formation and Mob mentality system
- Behavior Tree AI tech
- New Config: cache overworld chunks only for pathfinder thread, someone had an issue of game eating all memory when my stuff is trying to cache Biomes o Plentys
custom dimension, enabling this option fixed the issue (but will break my pathfinding outside of overworld)
BuildMod (support mod for HW, ZC, TC)
========
- New ability to rotate schematics as they are printing into world with extremely limited metadata rotate support
- new Integer using mode that fixes old bug with block ids above 256
- Planning for schematics to stop using block ids by auto generating a block name&class to id lookup map
-- This will allow for ZombieCraft and other mods to support their block ids to be changed without breaking everything
--- Which also means a huge plus for supporting other mods that need those block id ranges and even use with ID resolver etc
ModConfig (all my mods use)
=========
- New way to run custom code after a generic config update call
Into the cellar! There's a ternader a'comin!
Link Here http://www.minecraftforum.net/topic/1900143-162-planets-mod-would-you-like-to-travel-to-all-the-suns-planets-many-new-dimensions-new-ores-and-more/
8D
Ok! All stuff is updated on my site now! Go get and let me know if i broke everything! Seems ok on my end so far http://coros.us/mods/
Into the cellar! There's a ternader a'comin!
Also I just ninja updated hostile worlds, fixed some dedicated server crashes regarding that WIP replicator thing.
Edit: ZC3 with ModConfig uploading, should be done once someone reads this.
Edit2: I added a modpack policy to the top of my threadpost, figured I should add that as it is pretty much my goto response to anyone who asks me in irc
Into the cellar! There's a ternader a'comin!
A noise for a mysterybox? Does that mean we might get a working one?
A noise for electricity? So we might get electricity?
I'm sure the past two are already pretty much confirmed, but you know whatever.
Also found texture files for a Trenchgun, MP40, AR35, Grenade, Kar98, M1Garand, Magnum, and Minigun.
So maybe new guns?
What is Zombiecraft?
Personal Post
Community Post
Whats stopping you? Its not like you need to ask permission. Now could you save posts for saying something relevant to the mod, please? All the posts about wanting to be a fan and begging for updates are rather spammy, and more than a tad annoying.
Link Here http://www.minecraftforum.net/topic/1900143-162-planets-mod-would-you-like-to-travel-to-all-the-suns-planets-many-new-dimensions-new-ores-and-more/
Also woooo tropicraft is now out for 1.5.2
*plays more bioshock infinate while procrastinating from 1.6.2 update*
Into the cellar! There's a ternader a'comin!
sorry for my anger, but i had to actually create an extra youtube series just to wait for the 1.6.2 update.
so ya
Hey everybody, the post is above my signature...
Specifically I would like to know what this means in the wind.cfg:
B:TropicraftRealm_Wind_active=false
Also we are running a server with this mod, but so far I have not noticed any waves in the water. We haven't had any tornados yet but I'm assuming that this is because they're supposed to be rare? All of the config settings are at their defaults right now and I just want to make sure that we will get the occasional tornado, waves, and things like that. We do have the leafy particle effects from the trees which are very nice. Any suggestions?
The full config for Weather: Waves and Misc is:
####################
# weather: waves & misc
####################
"weather: waves & misc" {
I:TropicraftRealm_waveRenderRange=50
B:debug=false
B:demoItems=true
I:waveRenderRange=0
B:weatherItems=true
}
The full config for Wind is:
####################
# weather: wind
####################
"weather: wind" {
B:TropicraftRealm_Wind_active=false
B:Wind_Particle_air=true
D:Wind_Particle_leaf_rate=1.0
B:Wind_Particle_leafs=true
B:Wind_Particle_sand=true
B:Wind_Particle_snow=true
B:Wind_Particle_waterfall=true
B:Wind_active=true
I:Wind_rarityOfIncrease=10
D:volWindScale=0.5
}
@kaocrat I'm going to guess you have Tropicraft installed? it likes to reset I:waveRenderRange to 0 each game run, thinking about this now it's a pretty stupid feature to force set it and I've removed it in my dev version of weather mod
Into the cellar! There's a ternader a'comin!
Link Here http://www.minecraftforum.net/topic/1900143-162-planets-mod-would-you-like-to-travel-to-all-the-suns-planets-many-new-dimensions-new-ores-and-more/