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.
Thanks for the update. Is compatibility still okie-dokie with zombie awareness?
The Meaning of Life, the Universe, and Everything.
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Found a couple of minutes for an update. This one is just a rebuild against 1.5.2 with no new features. It seems to have fixed the crash issue from before. If it still crashes, please send me the crash log. I don't have as much spare time for testing as I'd like to have.
Sorry if this has been mentioned, but isnt this something that should be in MC anyway? There are numerous thoughts that go through my head now seeing this as it makes it more realistic and challenging....GREAT JOB!!!!
If you managed to get it to work with 1.6.2. You should included horses and donkeys.
Still use this on my 1.5.2 worlds.
Sorry for the silence. The horses and donkeys will definitely be in this version. The flip side is Mojang changed some core functionality I depended on, so this update's taking me a few more weekends than I expected.to resolve all the tiny nuances.
Just wanted to drop in and say good work. This is a great concept, one that I haven't really seen other modders work with, and you've executed it brilliantly. I love the added complexity when interacting with passive mobs, and the zombie mechanics just feel better than the 1.6.2 AI. In 1.6.2 zombies just keep coming... and coming... and coming... and you just have to keep grinding... and grinding... and grinding... What you've done is add realism, making the zombies feel intuitive. I'll be out at night and see a horde of the buggers on a nearby hill. Then before you know it, one of them sees me, and all of his buddies turn towards me as well.
My only suggestion would be implementing a skeleton AI tweak. I feel that as ranged mobs, skeletons should try to keep a certain distance from the player, say 8 blocks. If you run towards a skeleton, they'll run away until they get to their optimal firing range. Obviously you could catch up to them if you really wanted to, but this would make carrying a bow more important.
Everyone keeps talking about the 1.8 update looming on the Horizon. I, for one, wouldn't mind a simple update to 1.7, and wait for more features while playing with what you've already got. But that's just me. Honestly, I'll go along with whatever you decide.
The Meaning of Life, the Universe, and Everything.
Join Date:
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It's settled then. The new version is up.
Things of note:
I have renamed this project to HerdCraft. I think it flows better and it doesn't seem to be already taken. The splash and such should hopefully catch up for the next update.
Horses. It was inevitable.
Zombie hordes now have biome adjusted spawn rates. In order to accommodate custom biomes, it's done by temperature, humidity, and flatness.
Up Next:
Smarter skeletons: Get them to stop shooting each other quite so much and panic when you charge in too close.
Friendlier config: With all the updates to Forge, a simple GUI for all the options I have seems overdue.
Probably the update to 1.8 if Mojang gets there as quickly as it seems they may.
Thank you for making & maintaining this mod! It adds a nice bit of depth to the mobs in MC but without making sweeping changes. Really enjoying it.
May I suggest a little twist to the herd mentality? "Passive aggression". --, when attacked, passive mobs in a herd have a chance of defending their own by turning aggressive on the attacking player. They would each do a small amount of damage, but if the player pulled "aggro" from too many in the herd, it could be deadly. It should be configurable by species: a boolean to allow aggression, a % chance for aggression, and the dmg amount inflicted per attack.
Thanks for the update. Is compatibility still okie-dokie with zombie awareness?
Find out how I generate....coolAlias...world structure generation and rotation tool...
I'll see what I can do this weekend, but I can't make any promises. How long it takes depends on whether all the functions I use still work.
Still use this on my 1.5.2 worlds.
Sorry for the silence. The horses and donkeys will definitely be in this version. The flip side is Mojang changed some core functionality I depended on, so this update's taking me a few more weekends than I expected.to resolve all the tiny nuances.
My only suggestion would be implementing a skeleton AI tweak. I feel that as ranged mobs, skeletons should try to keep a certain distance from the player, say 8 blocks. If you run towards a skeleton, they'll run away until they get to their optimal firing range. Obviously you could catch up to them if you really wanted to, but this would make carrying a bow more important.
The question is: would you like me to release the simple version update + horses for 1.7.10, or add more features before worrying about a release?
Things of note:
Up Next:
Smarter skeletons: Get them to stop shooting each other quite so much and panic when you charge in too close.
Friendlier config: With all the updates to Forge, a simple GUI for all the options I have seems overdue.
Probably the update to 1.8 if Mojang gets there as quickly as it seems they may.
May I suggest a little twist to the herd mentality? "Passive aggression". --, when attacked, passive mobs in a herd have a chance of defending their own by turning aggressive on the attacking player. They would each do a small amount of damage, but if the player pulled "aggro" from too many in the herd, it could be deadly. It should be configurable by species: a boolean to allow aggression, a % chance for aggression, and the dmg amount inflicted per attack.
Thanks again for your work!