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    posted a message on 1.1.0 MCPE// W10// 1.11 Equivalent.

    NBT data tag stuff that is used inside the { } brackets doesn't seem possible in PE, really limits the potential currently, hoping they'll add it and scoreboards in soon, command blocks were only added in a few months ago so I'm hoping they're working on the rest needed.

    Posted in: MCPE: Discussion
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    posted a message on Unexpected error upon startup (Forge 1.7.10)

    I've uploaded a new 2.3.18 version to curse that hopefully fixes this issue.

    Posted in: Java Edition Support
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    Agreed! Still hoping he'll update it, I loved using it to craft a proper hostile experience for minecraft. Not sure if he intends to eventually update, if not I will likely reach out to him and offer to update it.

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Yeah released ZombieAwareness for 1.10.2 a few hours ago, now pushing announcements for it, feeling proud about this version! Get it! http://coros.us/mods/zombieawareness


    Updated curse projects for it all too.


    Heres a new video on whats new and overall what it does:


    Edit: Forgot to say, now that thats out, next step is to fix some more bugs in weather2, those particle issues, and maybe also some feature dev for it as I've been messing with that on and off for a bit now.

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Hmm noted about the particles, I'll give them another pass, forgot to fix the issue of them not being effected by wind, noticed that before I released.

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    So optifine likes to remove forge methods, methods I depended on for registering my textures, but I found a workaround luckily that fixes the above "lava and water in sky" issue and more.


    New Weather2 and CoroUtil that works with optifine is released to my site. I also noticed my old "minimap mods make clouds invisible" fix got unapplied so that fix is back in too.

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Weather2 and CoroUtil out for 1.10.2, go get it! http://coros.us/mods/weather2

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from BlackJar72»

    Mind if I make one small suggesting / request? A way to selectively disable the blocks -- not everyone thinks weather control should be available to survival player. I know I could probably use minetweaker to take out the recipe, but I'm not sure I want to add a whole other mod for two blocks and I don't always trust it to work (I have had mods Minetweaker didn't work on, so I prefer using a mods own configs when I can).


    Yeah thats a good idea, for now the closest thing to that is the option "Block_WeatherMachineNoTornadosOrCyclones" to make exploitation less crazy, I should have made that default true in hindsight, https://github.com/Corosauce/weather2/issues/53
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Particles missing in 1.8.9 like my clouds, my tornadoes, and the icons from my forecast is a known issue as of recent, quite a few mods can mess with my stuff like that, works fine in 1.7.10 though, I'll have to go over my code more carefully and find out what the cause is, probably my own code not accounting for something, so far I can't find any open source mod that is doing this, so debugging the problem is currently a pain and not a high priority


    @noswanson1982 Yeah I like that idea, its never fun to have to recover your items from super strong mobs while you are underpowered, I have a test DPS system working that binds the data to the chunk/location itself, so that base defenses can be factored into this calculation. This might make adjusting the value down more difficult, since its less player dependant, but I do like that general idea, the difficulty will at least go down a bit due to you losing your armor though. Perhaps if I made something specific for length of time a player has lived for / when they die, like a forced temp debuff on difficulty when a player dies in that area.


    Edit: Oh I would also like to add more features to weather mod, but I'm just waiting for some motivation to gather to get to doing that, droughts are an interesting idea ;)

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Don't forget you should be able to fix the black screen issue by going into Weather2/Misc.cfg and setting Misc_proxyRenderOverrideEnabled to false, if black screens are still an issue after doing that, report it to my github with a listing of mods https://github.com/Corosauce/weather2/issues


    I just pushed a decent update to Zombie Awareness for MC 1.7.10 that lets you add extra spawning to the world, also has some bug fixes, new CoroUtil as well.


    I have been playing a custom modpack on a private server with some friends for the past month and a bit, we decided to make it a 1.7.10 pack because thats where all the action is still, a lot of the gameplay adding mods I care about still arent updated to 1.8.9, the pack is tech based with a focus on crazy difficulty by using, open modular turrets, special mobs, infernal mobs, zombie awareness, and my still WIP mod, HW-Invasions

    At first the server was crazy difficult, all of us barely being able to survive, but as we built up our bases and tech setups with fancy weapons and armors, the endless fear of doom lurking around every corner eventually faded. As the difficulty of the game is fairly static and all the tech or magic mods can outpace the gameplay over time.

    So naturally, this has inspired to mod even more (on 1.7.10 for now), I want to try and solve this problem of all these tech/magic/builder focused mods making the game feel way too easy after weeks of playing when it comes to going out in the world and fighting mobs.

    For the past few weeks I have been researching, planning, designing, and starting to implement what I can best describe as a sort of dynamic difficulty library.

    The end goal for this is to have the mobs in the world scale in difficulty with the players (or most relevant player in the area), so that there is always a challenge waiting for you out there. Looking to take special account into players that are heavy jetpack / flyers, by either having mobs that fly or try to pull the player down, or leaps up at player, still deciding on what way to go for this.

    My WIP HW-Invasions mod was the first simple implementation of this system, but it was focused on vanilla instead of what mods offer, it was definately a good start, but I am now expanding the plan to account for what modpacks offer, FLYING EVERYWHERE IS OP I SAY! OP!

    Here is what I've got written down for detecting a player and his bases abilities:


    difficulty calcs
    ----------------
    - time in chunks
    - time in server
    - armor rating (no weapon calc), testing how much damage is cancelled based on equipment
    - damage per second calc (bound to chunk not player) linked to player on calc when in area
    -- will help rate their base in addition to the player
    - player max health
    - distance from determined center of server
    - average top speed (forgets old values over time, might be hard to get reliable data)

    reactive AI
    -----------
    - detect player is flying
    -- not in minecart, not in archemedes ship



    I have most of the difficulty calcs working at the moment, just got the DPS one working as of last night. I'll keep what I'm going to do with this data a secret for now, but I am open to suggestions on other ways to figure out how powerfull a player is.

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Weather2, ZombieAwareness and CoroUtil are now out on my site for MC 1.8.9 http://coros.us/mods/weather2 etc,


    There seems to be an issue with linking older MC versions, for now find 1.7.10 and earlier versions in http://coros.us/mods/modsystem/dl/


    Uploads to curse on their way too.

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Ok website hosting migration finally going to happen (only registration migration was done so far), expect the site to go down for a bit in 30-60 mins, hopefully wont be down for more than 30 mins.


    Once thats done I can finally stop stalling on releasing 1.8.9 updates, I've got weather2, CoroUtil and Zombie Awareness in great states for release, and a "new" mod that focuses on invasions nearly ready for release.


    Some notes:


    Weather2 doesnt have any new features in it yet sorry, some performance improvements that should make client fps during tornadoes ripping up blocks drop a lot less. I might start exploring new features after things calm down, depends on motivation. In the meantime, this mod seems to do some pretty neat things for cosmetic improvements on things especially sandstorms during storms, http://minecraft.curseforge.com/projects/dynamic-surroundings (Not sure how compatible, Id recommend global overcast mode be turned on in my mod with it)


    Zombie Awareness has been switched from using my threaded pathfinder to the built in one, instead of doing long distance pathing on a separate thread, it is now processing long paths in small pieces (pathing 16 blocks towards target over and over until it finds you). While the new way is technically "dumber" as they might have issues getting around large complex areas, so far I haven't see much issue with it, if I see people encountering server tick thread issues or other issues I might switch back to using my threaded pathfinder (that needs some serious reworking to keep up with mc features)


    I'm going to try and release the 1.8.9 updates for today provided the website migration goes smoothly.

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Weather 1.8.9 is very close to done, I might fix 1 or 2 more things in it or just release the current state of it.


    I am going to be migrating my website to a new host, if you notice the site is down, that is probably why, hoping it wont be down for more than a couple hours.

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Just FYI, updating to 1.8.9 has been underway on and off for a month now, CoroUtil is updated but untested (no point in releasing until a real mod is updated and working), and I am getting close with weather mod, updating the tile renderers is going to be a *****, focused on getting the storm and tornado systems working for now.

    Posted in: Minecraft Mods
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