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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from Randomizer1025»

    You were actually right. I thought about it another way, and I have resolved my issue. Thank you.


    Not a problem, so long as you've got things working and are actively enjoying yourself, I'm happy ^-^

    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from Randomizer1025»

    So I can play Zelda with my friends, like the Four Swords games.


    You seem to have come here from an older version of minecraft/forge.

    (not so) Recent innovations in minecraft have allowed modders to more easily create what we now call 'universal' mods, mods that work in both single and multi-player environments. This is done because not too long ago minecraft changed over from running as an isolated program to running as a server even when playing in single player. This has fixed many issues minecraft multiplayer used to have, as well as eliminating the need to have two versions of the same mod, or in this case, the need for plugins. Each player will still have to download the mod (plugins never added new content, with the exception of sproutcraft which downloaded files to your computer based on server instructions, effectively an automated client modding system).


    In the case of you wanting to install it on a remote server as opposed to running a game with your own computer acting as the server, it's as simple as installing it on the server like you would on your computer, then also installing it on your computer.

    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from DarkMetaknight»

    Ah, that actually makes sense!
    (Plus, now I know the order to put my obstacles in in my THD Monster Pit. :) )


    It's also worth noting that you can increase the number of 'barricaded' rooms for faster progression without increasing the number of rooms overall. I personally use the max of 50% barricaded secret rooms because it's fairly easy to grab a crafted wooden hammer and start swinging down pegs.

    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]

    Yeah, the fact that they circle around and attack you from behind seems intentional. If it's not, it would happen regardless because of how the AI is set up. Since the mob only retreats at melee range and when targeted by a player, it would stop retreating and find a new path to the player beyond a certain retreat range. That path probably accounts for the fact that it retreated, thus making the new best path one to an area behind the player.


    Keep in mind this is all speculation, of course. I have no part in making the mod, I just relay behavior I observe.

    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)

    I like it both ways <3 I agree entirely, the unique 'decide to save this for a temple or use it for a bunch of chests' route works quite nicely. I've already damaged my key, so I'm just popping locks left and right :D

    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]

    Mobs do attempt to avoid attacks. The mechanics of it are 'if a player is within melee range, and looking at a lone mob, that mob will move out of melee range'. The fact they move much faster than they normally would is a bit agitating, however the point of it is that you can't pick off a mob by itself. It will retreat, it will regroup, it will attack in force.

    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)

    So I found my first skeleton key since the durability update, and I was wondering if I could repair it. I tried iron first because it seemed like an obvious choice, but then a hilarious idea crossed my mind. It didn't work, but for a moment I was wondering if you hid a repair mechanic for the key... using keys. It didn't work, of course, but I thought it would be funny :P

    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from coolAlias»

    All of the songs, with the sole exception of the Scarecrow's song, have some kind of effect implemented; however, you must use the actual Ocarina of Time to play them - the Fairy Ocarina can play the tunes, but usually is not powerful enough to result in any effect.


    Is it bad that I use the fairy ocarina as much if not more than the ocarina of time? And not always because I haven't found it in that particular world yet.

    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]

    I noticed something about that myself. It's amusing to enable this mod with Witchery, because the guards will, when ambiguous AI is enabled, start attacking the villagers they're designed to protect :P


    Of course that's easily fixed by disabling ambiguous AI.


    At any rate, I'm not too worried about there being mistakes in the mod. It works really well as it is now, and I consider anything you fix/add/improve to be a bonus <3

    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]

    Always happy to help, and thank you!

    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]
    Yeah, here's a copy of my current global config just in case I'm missing something somewhere. I don't want to waste your time if I'm making a mistake somewhere >.<
    # Configuration file "Advanced Mobs" {
    B:"Attack Evasion"=true # Skip the Mob Bomb list and allow everything!
    B:"Mob Bomb All"=false
    I:"Mob Bomb Rarity"=9
    S:"Mob Bombs" <
    Spider
    >
    I:"Potion Buff Chance (0-100)"=1 # List of all the valid potion IDs a mob can spawn with. Amplifier is always x1
    I:"Potion Buff List" <
    14
    12
    5
    1
    >
    I:"Wither Skeleton Rarity"=9
    B:"Wither Skeletons"=true
    } Blaze {
    I:"Dimension Blacklist" <
    >
    I:Fireballs=3
    I:Rarity=9
    B:Spawn=true
    } Creeper {
    B:Breaching=false
    B:Napalm=false
    B:Powered=false
    I:"Powered Rarity"=9
    } Enderman {
    # Valid Endermen Modes (Slender, Normal)
    S:Mode=Normal
    B:"Player Teleport"=true
    } Ghast {
    B:Breaching=true
    I:"Dimension Blacklist" <
    >
    D:"Fire Delay"=1.0
    D:"Fire Distance"=64.0
    I:Rarity=9
    B:Spawn=false
    } Main {
    S:"AI Exempt Mob IDs" <
    >
    B:"Allow Sleep"=false # If set to true, ESM will not check whether the entity is a mob or not when setting up new AI
    B:"Ambiguous AI"=false
    B:"Apocalypse Mode"=false
    I:"Awareness Radius"=32
    B:"Chaos Mode"=false # Ignores world specific settings and just uses the global defaults instead
    B:"Enforce Defaults"=true # Forces non pathing mobs to attack from further away. Can cause additional lag
    B:"Force Non-AI Pathing"=true # The interval in which 'hard' days will occur where mob spawning is increased and lighting is ignored (0 = off, default = 8/full moon) [range: 0 ~ 2147483647, default: 8]
    I:"Hardcore Day Cycle"=8 # Keeps mobs with an active target from despawning. Can causes issues with chunk loading/unloading
    B:"Keep Loaded"=false # Reduces spawning safe zone from 24 blocks to 8 and makes mobs require only basic conditions to spawn
    B:"More Spawning"=true
    I:"Pathing Cap"=16 # If set to fales, mobs can use much longer routes to get to their target
    B:"Quick Pathing"=false # The amount of ticks of resistance given to the player after changing dimensions
    I:"Resistance Cooldown"=200
    B:"Villager Targeting"=false # How many days until ESM spawns mobs at full rate. [range: 0 ~ 2147483647, default: 7]
    I:"Warm Up Days"=7
    B:"Xray Mobs"=false
    } Skeleton {
    I:"Arrow Error"=0
    I:"Fire Distance"=64
    } Spider {
    I:"Webbing Chance (0-100)"=25
    } Witch {
    # List of potion types witches can throw ("id:duration:lvl") [default: [7:1:0], [2:300:0], [15:300:0], [19:300:0], [18300:1], [4300:2]]
    S:"Custom Potions" <
    7:1:0
    2:300:0
    15:300:0
    19:300:0
    18300:1
    4300:2
    >
    } ##########################################################################################################
    # World
    #--------------------------------------------------------------------------------------------------------#
    # For the main list of options please refer to the ESM_Options.cfg file in your world directory.
    ########################################################################################################## World {
    # Whether the player should fall into the overworld from the new End
    B:"Fall From End"=false
    I:"Fort Dimensions" <
    0
    >
    I:"Fort Distance"=1024
    I:"Fort Rarity"=100
    S:"Fort Spawner Types" <
    Zombie
    Creeer
    Skeleton
    CaveSpider
    Silverfish
    Spider
    Slime
    Witch
    >
    B:"Spawn Forts"=true
    B:"Use New End"=false
    B:"Use New Nether"=true
    } Zombie {
    # Use the digging blacklist as a whitelist instead
    B:"Blacklist to Whitelist"=false
    B:Diggers=false # Blacklisted blocks for digging (Add ':#' for metadata e.g. 'minecraft:wool:1')
    S:"Digging Blacklist" <
    > # What blocks will be targeted for destruction when not attacking players (Does not affect general digging, light sources are included by default, add ':#' for metadata e.g. 'minecraft:wool:1')
    S:"General Griefable Blocks" <
    minecraft:chest
    minecraft:furnace
    minecraft:crafting_table
    minecraft:melon_stem
    minecraft:pumpkin_stem
    minecraft:fence_gate
    minecraft:melon_block
    minecraft:pumpkin
    minecraft:glass
    minecraft:glass_pane
    minecraft:stained_glass
    minecraft:stained_glass_pane
    minecraft:carrots
    minecraft:potatoes
    minecraft:brewing_stand
    minecraft:enchanting_table
    minecraft:cake
    minecraft:ladder
    minecraft:wooden_door
    minecraft:farmland
    minecraft:bookshelf
    minecraft:sapling
    minecraft:bed
    minecraft:fence
    >
    B:Infectious=true
    B:"Need Required Tools"=true # How many blocks to give zombies to pillar up with
    I:"Pillaring Blocks"=64
    B:"Zombies Build Traps"=false
    }

    I've been enabling and disabling as needed to find a good balance between tough and "I'm never leaving this 2x1 hole in the ground"
    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]

    I've disabled breaching, have no ghasts, and yes. All mobs will huddle around any area I'm in, tested with both solid and transparent blocks.


    Does make breaching cave walls fun though, when you find a bunch of creepers staring at you. Who then launch zombies like rockets at you. With an army of sniper skeletons firing from behind just to make sure you don't survive.


    I realize this sounds sarcastic, but it's actually really awesome XD

    Even if this mod is currently the source of my rage and many dead worlds.

    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]

    I see. Well, I wouldn't know the first thing about fixing something like that, but I do remember laughing at creepers spinning on fences in a previous version.


    One thing I've noted, though, is that even when I change xray mobs to false, they still seem to sense me through walls. Is this part of an AI feature, such as detecting the player via sound/movement, or is it a bugged config setting?

    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]

    Thanks! Testing now.


    Edit: No crashes so far, but the mobs still sit and spin when they find water. I think it has to do with part of the AI forcing the mobs to purge burning effects by seeking water or darkness, but then repeatedly seeking darkness while in water, then returning to seeking the water they're already in. Of course, I haven't actually looked into your code, but that's just my best guess given the observed behavior.


    The part I find odd and theory breaking, though, is that creepers show the same tendency.

    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's

    That's not the issue. Whether or not it's supported, an offline server cannot retrieve your UUID from Mojang's verification server. So an offline server won't be able to match your UUID because it's an offline server.

    Posted in: Minecraft Mods
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