since i'm combining MCA (Minecraft Comes Alive) with this i'm trying to see how AI of villagers interracts with ESM AI
but i've found pretty strange behavor of Creepers for both villagers and players.
they're suppose to be aggressive in ESM to villagers, and some of them really do.
but nearly half of spawned creepers wont't target anything, even player. they're just staying and makes no reaction to walking around players or villagers, at least someone hit them, then they're going to explode like normal close-range react.
is there...em, option in cfg to make them more active?
same way i see spiders some time, but that's partically fine for them cuz they have passive state in day time, but some of them may spawn same passive at night, kinda strange :\ i can freely come close to them and they won't attack, sometimes, just looking.
about zombies and houses somewhere high in the air.
zombies can build great pillars to reach this type of safe zones, but they can't break blocks above them, right? i mean they can make pillar and reach floor under house, but still can't get inside since they're not breaking blocks above. and this zombies just staying under house and roars
here is a screenshot in attachments to show what's happening
and one more. is there any way to make mobs to refresh targets around them?
cuz sometimes i see skeletons stucked in wall of house for someone inside, but ignoring anyone who can walking just behind them
best regards, you've made one of most wonderful mods ever, minecraft really needs more natural difficult! ^^
Sounds like the AI is having a conflict with something, not sure what or why though.
Zombies can dig through floors but only if they have the required tool (you can disable this check)
Mobs used to refresh their targets but that broke somewhere down the line. It should be fixed once I finish the 1.10 build
"Ambiguous AI" - how exactly it changes mobs AI? i see no difference in mobs behavor by toggling it on\off
"Awareness Radius" and skeleton's "Fire Distance" - is there any sense to use "Fire Distance" with greater value than awareness works?
"Pathing Cap" - this one works per server \ world \ player? does it have player multiplier?~ or it only defines how much mobs can use special AI at the same time?
you described it like ("Number of current targets avaliable for attacking by mobs * "Pathing Cap mobs" = "Amount of mobs using AI of ESM every tick"). So if there is 5 players in village with 10 villagers in it and pathing cap equal 6, that's (5 + 10) * 6 = up to 90 mobs might be active and calculated at the same time? @[email protected] Have i understood it right?..
so, if there is some mobs are stucked at wall, unable to break it for some reason (no tools, no creepers around or tnt in zombie arms, whatever) that's mean they're consuming that cap even while stucked?
if it so, maybe it's possible to make configurable path cap with coordinates check, for example, even if there is about 5 mobs are stucked unable to reach player behind the wall, maybe it's possilble to make them release themselves from Path Cap counter for N-seconds (just by checking if coordinate of current mob is same for a some time => count as stucked), and make other mobs able to use it for a while.
i guess it can reduce TPS usage for nothing while they're just stare at wall, and may release lag when they're stop acting at all as hostile after AI will back to them after countdown
-
just simple bug: even while "Mob Boating" turned off, mobs still placing boats on water for nothing, i think it wasn't designed like that ^^'
-
and little idea: i've looking for any mod that makes blaze balls a little explosive (maybe to 1 block or 5 as a cross) to make them REALLY siege-mob alike, but can't found any :c is it possible to make something as a part of ESM? i think without providing any real danger blazes can be just abused to get or even farm rods in overworld.
I built a bunker with half-block slits serving as protective windows for me to fire from. The only openings bigger than that are 1 block holes for levers that would power the iron door to my bunker.
I was in the basement and I came up to ground level, only to get bum-rushed by a baby zombie.
I wonder if you've taken advantage of baby zombies somehow? If not, ti would be awesome that they can dig too. They're one block tall, so they don't need to dig as much. Also, why not make it so that they could squeeze through a half-block space?
Now imagine a whole bunch of them coming through the slits in your fort In fact, why not make it so that sometimes a whole group of baby zombies would spawn?
I built a bunker with half-block slits serving as protective windows for me to fire from. The only openings bigger than that are 1 block holes for levers that would power the iron door to my bunker.
I was in the basement and I came up to ground level, only to get bum-rushed by a baby zombie.
I wonder if you've taken advantage of baby zombies somehow? If not, ti would be awesome that they can dig too. They're one block tall, so they don't need to dig as much. Also, why not make it so that they could squeeze through a half-block space?
Now imagine a whole bunch of them coming through the slits in your fort In fact, why not make it so that sometimes a whole group of baby zombies would spawn?
I'm not going to magically make mob collision boxes smaller so that they can fit through half slab gaps. That would just be annoying to everyone. They can however dig to you via a 1x1 tunnel if they get their hands on a pickaxe.
"Ambiguous AI" - how exactly it changes mobs AI? i see no difference in mobs behavor by toggling it on\off
"Awareness Radius" and skeleton's "Fire Distance" - is there any sense to use "Fire Distance" with greater value than awareness works?
"Pathing Cap" - this one works per server \ world \ player? does it have player multiplier?~ or it only defines how much mobs can use special AI at the same time?
you described it like ("Number of current targets avaliable for attacking by mobs * "Pathing Cap mobs" = "Amount of mobs using AI of ESM every tick"). So if there is 5 players in village with 10 villagers in it and pathing cap equal 6, that's (5 + 10) * 6 = up to 90 mobs might be active and calculated at the same time? @[email protected] Have i understood it right?..
so, if there is some mobs are stucked at wall, unable to break it for some reason (no tools, no creepers around or tnt in zombie arms, whatever) that's mean they're consuming that cap even while stucked?
if it so, maybe it's possible to make configurable path cap with coordinates check, for example, even if there is about 5 mobs are stucked unable to reach player behind the wall, maybe it's possilble to make them release themselves from Path Cap counter for N-seconds (just by checking if coordinate of current mob is same for a some time => count as stucked), and make other mobs able to use it for a while.
i guess it can reduce TPS usage for nothing while they're just stare at wall, and may release lag when they're stop acting at all as hostile after AI will back to them after countdown
-
just simple bug: even while "Mob Boating" turned off, mobs still placing boats on water for nothing, i think it wasn't designed like that ^^'
-
and little idea: i've looking for any mod that makes blaze balls a little explosive (maybe to 1 block or 5 as a cross) to make them REALLY siege-mob alike, but can't found any :c is it possible to make something as a part of ESM? i think without providing any real danger blazes can be just abused to get or even farm rods in overworld.
Ambiguous AI just lets ESM modify mobs that may not be considered a 'hostile'. It's meant more for modded entities that have both neutral and hostile behaviours depending on certain conditions.
Setting firing distance above the awareness radius won't change anything.
Pathing Cap is per player. It's changed a couple of times over the years so the description needs refining (which will be done in 1.10). Even if a mob is 'stuck' they will still take up that cap. Normally closer mobs not within the cap will push the furthest out keeping the cap limited to the closest set of attackers.
I'll take a look at the boat placement in the rewritten version for 1.10. Speaking of which I'm considering doing an open alpha for the unfinished builds thus far.
I do have a half done build for 1.10 already but I can only work on it between Uni assignments so development is slow. I assure you it's coming though.
AWESOME! I actually just came to this page to see if it was still being developed. That is truly wonderful news! Now if the customnpcs mod would update to 1.10, I wouldn't be able to ask for anything more.
Why its taken me untill now to find this mod dissapoints me greatly as it would've fit perfectly in my 1.7.10 pack ... So now i wait eagerly to incorporate it into v2 for 1.10.2 ... Just a few questions though ... Does affect all hostile mobs or strictly Vanilla ? The reason i ask is i also play with Lycnaite Mobs & Grimoire Of Gaia and they're as it is quite nasty and would only like to see Vanilla mobs become as nasty ... if not im sure i can work out a way to combat this for some means of balance.
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
Why its taken me untill now to find this mod dissapoints me greatly as it would've fit perfectly in my 1.7.10 pack ... So now i wait eagerly to incorporate it into v2 for 1.10.2 ... Just a few questions though ... Does affect all hostile mobs or strictly Vanilla ? The reason i ask is i also play with Lycnaite Mobs & Grimoire Of Gaia and they're as it is quite nasty and would only like to see Vanilla mobs become as nasty ... if not im sure i can work out a way to combat this for some means of balance.
All hostile mobs (and some others) are affected by the AI hooks so almost any modded mob should be somewhat compatible (there is a entity blacklist config for preventing the hooks). I know Gaia mobs work fine with ESM but Lycanites will almost certainly not due to the strange way those mobs 'work' (I'm not a fan of them to say the least). There are plenty of configs for balancing the mod but you'll have to put some work in testing what works for you.
All hostile mobs (and some others) are affected by the AI hooks so almost any modded mob should be somewhat compatible (there is a entity blacklist config for preventing the hooks). I know Gaia mobs work fine with ESM but Lycanites will almost certainly not due to the strange way those mobs 'work' (I'm not a fan of them to say the least). There are plenty of configs for balancing the mod but you'll have to put some work in testing what works for you.
Ohh this will be most excellent, when Your mod and Gaia mobs r out, i will spend some time testing things out ... this will be most awesome and fun to play with
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
With only a week off studies to do catch up modding work, I'm not making any guarantees that it will be soon. There is still a lot of work to do on this and it isn't the only mod I need to work on. The preview builds are just there to show roughly what I've got rewritten and working so far so people aren't left in the dark.
I don't know if you're still updating 1.7.10, but if you are I'd like to report something odd. I had ghast spawning at the default rate yet they spawned rapidly no matter where I was. There were usually between 6-12 ghasts on my screen a few minutes after loading my world! Kinda silly to watch actually
Sounds like the AI is having a conflict with something, not sure what or why though.
Zombies can dig through floors but only if they have the required tool (you can disable this check)
Mobs used to refresh their targets but that broke somewhere down the line. It should be fixed once I finish the 1.10 build
well, they definitly don't, if "required tool" option is disabled the result still same
even on screenshot it was already disabled, but they're not even tried to dig vertically dat small platform
thank you ^^
It might have something to do with the fact they never look directly upward (digging is dependent on where they're looking but I could change that).
will greatly appreciate for such improvement
can i ask about some configuration? ^^'
"Ambiguous AI" - how exactly it changes mobs AI? i see no difference in mobs behavor by toggling it on\off
"Awareness Radius" and skeleton's "Fire Distance" - is there any sense to use "Fire Distance" with greater value than awareness works?
"Pathing Cap" - this one works per server \ world \ player? does it have player multiplier?~ or it only defines how much mobs can use special AI at the same time?
you described it like ("Number of current targets avaliable for attacking by mobs * "Pathing Cap mobs" = "Amount of mobs using AI of ESM every tick"). So if there is 5 players in village with 10 villagers in it and pathing cap equal 6, that's (5 + 10) * 6 = up to 90 mobs might be active and calculated at the same time? @[email protected] Have i understood it right?..
so, if there is some mobs are stucked at wall, unable to break it for some reason (no tools, no creepers around or tnt in zombie arms, whatever) that's mean they're consuming that cap even while stucked?
if it so, maybe it's possible to make configurable path cap with coordinates check, for example, even if there is about 5 mobs are stucked unable to reach player behind the wall, maybe it's possilble to make them release themselves from Path Cap counter for N-seconds (just by checking if coordinate of current mob is same for a some time => count as stucked), and make other mobs able to use it for a while.
i guess it can reduce TPS usage for nothing while they're just stare at wall, and may release lag when they're stop acting at all as hostile after AI will back to them after countdown
-
just simple bug: even while "Mob Boating" turned off, mobs still placing boats on water for nothing, i think it wasn't designed like that ^^'
-
and little idea: i've looking for any mod that makes blaze balls a little explosive (maybe to 1 block or 5 as a cross) to make them REALLY siege-mob alike, but can't found any :c is it possible to make something as a part of ESM? i think without providing any real danger blazes can be just abused to get or even farm rods in overworld.
I built a bunker with half-block slits serving as protective windows for me to fire from. The only openings bigger than that are 1 block holes for levers that would power the iron door to my bunker.
I was in the basement and I came up to ground level, only to get bum-rushed by a baby zombie.
I wonder if you've taken advantage of baby zombies somehow? If not, ti would be awesome that they can dig too. They're one block tall, so they don't need to dig as much. Also, why not make it so that they could squeeze through a half-block space?
Now imagine a whole bunch of them coming through the slits in your fort
In fact, why not make it so that sometimes a whole group of baby zombies would spawn?
I'm not going to magically make mob collision boxes smaller so that they can fit through half slab gaps. That would just be annoying to everyone. They can however dig to you via a 1x1 tunnel if they get their hands on a pickaxe.
Ambiguous AI just lets ESM modify mobs that may not be considered a 'hostile'. It's meant more for modded entities that have both neutral and hostile behaviours depending on certain conditions.
Setting firing distance above the awareness radius won't change anything.
Pathing Cap is per player. It's changed a couple of times over the years so the description needs refining (which will be done in 1.10). Even if a mob is 'stuck' they will still take up that cap. Normally closer mobs not within the cap will push the furthest out keeping the cap limited to the closest set of attackers.
I'll take a look at the boat placement in the rewritten version for 1.10. Speaking of which I'm considering doing an open alpha for the unfinished builds thus far.
thank you for answers ^^
and sorry for taking your time
there is no more updates will come for versions less than 1.10 ?
Not likely.
AWESOME! I actually just came to this page to see if it was still being developed. That is truly wonderful news! Now if the customnpcs mod would update to 1.10, I wouldn't be able to ask for anything more.
Why its taken me untill now to find this mod dissapoints me greatly as it would've fit perfectly in my 1.7.10 pack ... So now i wait eagerly to incorporate it into v2 for 1.10.2 ... Just a few questions though ... Does affect all hostile mobs or strictly Vanilla ? The reason i ask is i also play with Lycnaite Mobs & Grimoire Of Gaia and they're as it is quite nasty and would only like to see Vanilla mobs become as nasty ... if not im sure i can work out a way to combat this for some means of balance.
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
All hostile mobs (and some others) are affected by the AI hooks so almost any modded mob should be somewhat compatible (there is a entity blacklist config for preventing the hooks). I know Gaia mobs work fine with ESM but Lycanites will almost certainly not due to the strange way those mobs 'work' (I'm not a fan of them to say the least). There are plenty of configs for balancing the mod but you'll have to put some work in testing what works for you.
Ohh this will be most excellent, when Your mod and Gaia mobs r out, i will spend some time testing things out ... this will be most awesome and fun to play with
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
I see you released an unfinished version of 1.10.2 today on curse forge.
What part of it is unfinished? Does it have a lot of performance problem, broken AI, or lack of feature?
And can you add the option to configure skeleton/witch/blaze fire rate
What's unfinished?
- About a third of the AIs or features are still missing
- The config hasn't been redone yet (many descriptions are wrong or yet to be removed)
- This are already crashing in 1.10 so there's still some stability work to do
- Fire rates could be configurable per entity, might be tricky for modded entities though
How long will going to take for you to fix all those problem and release a normal 1.10.2 version?
It will be a nice addition to by command block mod pack.
With only a week off studies to do catch up modding work, I'm not making any guarantees that it will be soon. There is still a lot of work to do on this and it isn't the only mod I need to work on. The preview builds are just there to show roughly what I've got rewritten and working so far so people aren't left in the dark.
I don't know if you're still updating 1.7.10, but if you are I'd like to report something odd. I had ghast spawning at the default rate yet they spawned rapidly no matter where I was. There were usually between 6-12 ghasts on my screen a few minutes after loading my world! Kinda silly to watch actually
Is there a way to disable creepers can see you through walls? Thanks
How do I use the dimension blacklist?