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    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    The image is broken up into two halves. The top half is the background and the bottom is the overlay. I'll be separating them at a later date and making it much easier

    Posted in: Minecraft Mods
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    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    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.

    Posted in: Minecraft Mods
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    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    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

    Posted in: Minecraft Mods
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    posted a message on Ore Excavation - A lightweight VeinMiner alternative, now with Shape Mining! [1.7.10, 1.10.2, 1.11.2, 1.12]

    It represents the same value in the main config just specific for that tool. It's the limit of blocks it can excavate in one go. This way you can make a diamond pick harvest way more than stone so tiered tool progression is preserved.

    Posted in: Minecraft Mods
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    posted a message on Twerk Sim 2K16 - Work it, twerk it, grow that wood! [1.10.2, 1.11.2]

    Description:

    A recreation of tree growing simulator for 1.10 and 1.11 rewritten from the ground up. Twerk or sprint to grow trees, crops or various other plants.


    NOTE: Does not include RF power generators


    Features:

    - Any plant that works with bonemeal works with twerk

    - Configurable radius, growth chance and cooldown

    - Plant whitelist and blacklist option


    Download:




    Issues:

    Please report issues to the Issue Tracker otherwise I'm likely to miss them. Be sure to describe your problem in detail including how to reproduce it and any relevant crash logs you may have.


    Permissions:

    Yes you may use this in your mod packs unless specified otherwise. You must also be abiding by Minecraft's EULA.

    Posted in: Minecraft Mods
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    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]
    Quote from Morpheus1101»

    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.
    Posted in: Minecraft Mods
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    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    you mean the checkbox tasks? That's literally a button, nothing more.

    Posted in: Minecraft Mods
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    posted a message on Ore Excavation - A lightweight VeinMiner alternative, now with Shape Mining! [1.7.10, 1.10.2, 1.11.2, 1.12]
    Quote from kreezxil»

    I noticed that the wooden axe doesn't remove the entire or at least a larger portion of an oak tree. What it does do is chop only 1 block at a time. I suspect this has something to do with the overrides json file. What should I change in that json file to allow the Wooden axe to chop down the entire oak tree?


    If you simply remove the entry for those tools within that file it will restore their functionality to the default config settings.
    Posted in: Minecraft Mods
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    posted a message on Ore Excavation - A lightweight VeinMiner alternative, now with Shape Mining! [1.7.10, 1.10.2, 1.11.2, 1.12]


    Description:

    Allows players to mine whole veins of ore, cut down whole trees or any other tool based action in one go. Simple easy to understand configs are also provided for mod pack developers such as tool or block black listings, size limits and tick rate.


    Features:

    - Mine whole ore veins

    - Cut down whole trees

    - Works with almost every tool

    - Tool blacklist (can invert to whitelist)

    - Block blacklist (can invert to whitelist)

    - Configurable speed, size, distance and cost

    - Control preferences per client

    - Per tool overrides for pack developers

    - Ore dictionary support for blacklisting and overrides

    - In game configuration with no restart/reload necessary

    - Built-in TPS guard prevents major game slow down

    - Configurable shape mining

    - Undo command in case of mistakes

    - Customisable block grouping


    Note:

    - Wooden tools are disabled by default. Edit the overrides.json in your config folder if you'd like to use them. The reason for this is to provide an example for pack developers to refer to.

    - Because of some outdated input libraries in Minecraft the excavation key may not work correctly on non-US based keyboards. Try refraining from binding symbols or special characters to this key.


    Download:





    Issues:

    Please report issues to the Issue Tracker otherwise I'm likely to miss them. Be sure to describe your problem in detail including how to reproduce it and any relevant crash logs you may have.


    Permissions:

    Yes you may use this in your mod packs unless specified otherwise. You must also be abiding by Minecraft's EULA.

    Posted in: Minecraft Mods
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    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    Hi,

    Is there a good tutorial for this perhaps? Because I can't find any on YouTube.
    And another question? Does the mod has a quest limit like HQM because the limit
    of quests with HQM is round 840 and I really want to expand it more.


    Sorry I don't know of any good tutorials for this yet though you could probably import a HQM quest line and use that as a reference. There is no limit to the quests*, you're free to make as many as you like and BQ will just take care of managing it for you.

    *Java has a integer limit of 2.14B for quest IDs so technically there is a limit but you'll never reach it.
    Posted in: Minecraft Mods
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    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]
    Quote from Slayer313755»

    Hello I am looking at your mod and Have Serious question on the mod . Please get ahold of me A.S.A.P. As i need info to implement this into a prodject I am working on


    What could possibly be so important that I'd need to contact you directly? There's also a thing called Private Messaging for a reason. Just a warning but I don't normally take requests so if that's what you have in mind then you're out of luck.
    Posted in: Minecraft Mods
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    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]
    Quote from Archer_Dante»

    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.
    Posted in: Minecraft Mods
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    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]
    Quote from Archer_Dante»

    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? @_@ 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.
    Posted in: Minecraft Mods
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    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]
    Quote from xbriannova»

    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? :D


    Now imagine a whole bunch of them coming through the slits in your fort :D 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.
    Posted in: Minecraft Mods
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    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]
    Quote from Archer_Dante»


    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


    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).
    Posted in: Minecraft Mods
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