Would it be possible to add to the config the ability to change the distance of the zombies detect range? If I can see them, they should be able to see me.
I will definitely be looking into making 3 happen within the next couple of releases. Especially the moon phase. "Don't go out tonight... it's a new moon." Except for Time of Day. I don't see a sensible way to break that up in configs.
The first part is a (player settable) span of time, the second is the chance during that time, also configurable.
Default covers any time period not covered by configurable time spans.
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
Would it be possible to add to the config the ability to change the distance of the zombies detect range? If I can see them, they should be able to see me.
I thought Zombie Awareness helped that. As it stands, I'm using the path-finding as the limiter for giving up, and spotting you up to the default checks. I'd have to do some digging to find where exactly it does that check, and I don't know if forge has any convenient way to override it.
The first part is a (player settable) span of time, the second is the chance during that time, also configurable.
Default covers any time period not covered by configurable time spans.
The tricky part there is it would have to be three fields per "time slot" Start, stop, and percent. Otherwise, I'd need to write my own config file parser before I could support the options.
Also, as a tangent, should percentages for different types be averaged, added, or have a hierarchy?
What settings should i use in the config to make it so animals will not mate ever on there own? love everything else besides that part i want my players to have to mate animals themselves and animals were mating very quickly =P
There are so many mod creatures that could benefit from this approach. Like Atmosmobs Bison for example. How possible could it be for you to search for and implement the herding behaviour on other mods creatures, like the bison?
Would love to see a bison stampede that turned aggressively at the player.
Have you thought about herding behaviour that takes a herd moving across a map? They would need objectives such as Seek Water - herd moves to a water source to drink - Seek pasture -- head twoards grass areas. Seek shelter ---- when it rains look for cover beneath trees?
Adding this to mobs from other mods was part of my original plan. I should start releasing mini-sub-mods that work like plugins for various other mods. Though I will need a good list of mods that add herd-able mobs.
I hadn't honestly considered making herds need anything, as the basic map checks don't exist yet. Sounds like a version 2 or 3 task.
What settings should i use in the config to make it so animals will not mate ever on there own? love everything else besides that part i want my players to have to mate animals themselves and animals were mating very quickly =P
Sorry I didn't make this more clear in the config files, but setting min and max (animal) to zero disables auto-breeding.
As of now, it should work for any mob that extends one of the vanilla mobs, such as thumcraft's angry zombies. But completely new mobs will not be affected until either I or the mod's author releases a compatibility extension.
can you give zombies the AI they have in 1.4, in other word can you make it so when you damage one zombie everyone will come and if you shoot at them with a bow from 20-40 meters away they will see you?
i know something like this is alredy in the mod but i wish it was more like this.
can you give zombies the AI they have in 1.4, in other word can you make it so when you damage one zombie everyone will come and if you shoot at them with a bow from 20-40 meters away they will see you?
i know something like this is alredy in the mod but i wish it was more like this.
Presumably you mean the 1.5 snapshots?
Aside from the bow part, they already do that, but more aggressively. They don't wait for you to hit one, they just form groups and swarm you whenever one spots you.
As far as aggravating them from a distance goes, I think I'll just wait until the release on that feature. It's a fair amount of infrastructure work to extend the AI's path finding abilities that Mojang's already done in the current snapshots. Besides, it'll be easier for me to update to the new version if I'm not doing anything that conflicts with their new parts.Oh, and since I may have forgotten to mention it...
I'd like to thank Glowal for helping with the new MCHerds banner.
Any indications of this mod going to change to 1.5 or staying at 1.4.7, OP?
This will be updated, probably within the next two weeks. I've been crazy busy trying to finish my thesis on time to graduate, but I should be available to work on this again next week.
If you did a moon related thing like this - how easy would it be to change the moon graphic in the sky to show the phases? That way a full moon would really be a full moon - otherwise, how would you know?
The default textures, and some texture packs, have moon-phases. You must be using a texture pack without them.
The sources is available for download. Just check the links.
This will be updated, probably within the next two weeks. I've been crazy busy trying to finish my thesis on time to graduate, but I should be available to work on this again next week.
Thanks. I'll check it out.
Good luck with your updating for 1.5, this is good work, keep it up.
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Nak is late on the update he promised us! For shame!
Anyhow, I finally managed to make some time for an update, so version 1.1 is available now.
First off, MCHerds is now 1.5.1 compatible. This has brought fun side-effects. Zombies now never forget you. Once a horde has gotten wind of you, the entire horde will give chase until they either all die off or despawn. Also, as per the new vanilla zombie AI, combat draws other nearby zombies into the fray as well.
While I was at handling compatibility issues, I tossed in Lunar Hordes! Now new and full moons effect the chance of zombie horde rates. Of course, the moon only affects zombies spawning near the moonlight. To go along with variable probabilities, the probability values are now more sensible and allow for chances as small as %0.01 per zombie spawn.
Where Mojang hid the spider AI still eludes me, so up next is adding in biome based hording with "underground" as its own biome.
Chance for Horde:
Default: 10%
0-4000: 25%
4001-8000: 25%
8001-16000: 10%
16001-20000: 50%
20001-24000: 50%
The first part is a (player settable) span of time, the second is the chance during that time, also configurable.
Default covers any time period not covered by configurable time spans.
I thought Zombie Awareness helped that. As it stands, I'm using the path-finding as the limiter for giving up, and spotting you up to the default checks. I'd have to do some digging to find where exactly it does that check, and I don't know if forge has any convenient way to override it.
The tricky part there is it would have to be three fields per "time slot" Start, stop, and percent. Otherwise, I'd need to write my own config file parser before I could support the options.
Also, as a tangent, should percentages for different types be averaged, added, or have a hierarchy?
Adding this to mobs from other mods was part of my original plan. I should start releasing mini-sub-mods that work like plugins for various other mods. Though I will need a good list of mods that add herd-able mobs.
I hadn't honestly considered making herds need anything, as the basic map checks don't exist yet. Sounds like a version 2 or 3 task.
Sorry I didn't make this more clear in the config files, but setting min and max (animal) to zero disables auto-breeding.
As of now, it should work for any mob that extends one of the vanilla mobs, such as thumcraft's angry zombies. But completely new mobs will not be affected until either I or the mod's author releases a compatibility extension.
Cool Mod
i know something like this is alredy in the mod but i wish it was more like this.
Fun times. I love seeing people make things about my mod.
Presumably you mean the 1.5 snapshots?
Aside from the bow part, they already do that, but more aggressively. They don't wait for you to hit one, they just form groups and swarm you whenever one spots you.
As far as aggravating them from a distance goes, I think I'll just wait until the release on that feature. It's a fair amount of infrastructure work to extend the AI's path finding abilities that Mojang's already done in the current snapshots. Besides, it'll be easier for me to update to the new version if I'm not doing anything that conflicts with their new parts.Oh, and since I may have forgotten to mention it...
I'd like to thank Glowal for helping with the new MCHerds banner.
I'm pretty sure the moon already has phases. It's just a matter of syncing up to that.
I've added dungeon mobs to a list to investigate for compatibility. For right this second, not much I can do. Tight deadlines with my thesis work.
The sources is available for download. Just check the links.
This will be updated, probably within the next two weeks. I've been crazy busy trying to finish my thesis on time to graduate, but I should be available to work on this again next week.
The default textures, and some texture packs, have moon-phases. You must be using a texture pack without them.
Thanks. I'll check it out.
Good luck with your updating for 1.5, this is good work, keep it up.
Anyhow, I finally managed to make some time for an update, so version 1.1 is available now.
First off, MCHerds is now 1.5.1 compatible. This has brought fun side-effects. Zombies now never forget you. Once a horde has gotten wind of you, the entire horde will give chase until they either all die off or despawn. Also, as per the new vanilla zombie AI, combat draws other nearby zombies into the fray as well.
While I was at handling compatibility issues, I tossed in Lunar Hordes! Now new and full moons effect the chance of zombie horde rates. Of course, the moon only affects zombies spawning near the moonlight. To go along with variable probabilities, the probability values are now more sensible and allow for chances as small as %0.01 per zombie spawn.
Where Mojang hid the spider AI still eludes me, so up next is adding in biome based hording with "underground" as its own biome.