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Nakranoth

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Everything posted by Nakranoth

  1. http://www.minecraftwiki.net/wiki/Spawn#Mob_spawning The reason you had so many animals was that they were reproducing in groups. Monsters don't reproduce, so they only spawned up to their cap.
  2. Fresh off the press, MCHerds 0.7: Now small herds will slowly wander towards larger herds within a radius. Two new config options are in relating to the new mechanic. And finally a slight overhaul to most of the default configuration values. And of course, configuration file typos have been corrected. Please check you config file for changes.
  3. Yes, that's a playability issue right now. You probably want to check out the config file and reduce the min/max herd sizes, and increase the time scales. I'm working on balancing that for the next release.
  4. Ha! Not quite how I'd work that one from a technical standpoint without them seeing through walls, but I'll give it some thought. In other news, Version 0.6 is up now: New this time are: Herding for sheep and chickens. Improved stampede behaviors. They are the default mode of panic for cows and sheep, but are toggle-able for all passive mobs, causing them to revert to the old cow-herd style of panic. Again, with version 1 right around the corner, I would appreciate getting all the testers I can. This should be compatible with 1.4.7 forge FTB packs. Tell your friends.
  5. It's an interesting thought, though from a technical perspective, you'll probably want to tweak it. If you consider that a room with a 5x5x3 interior has 75 air blocks, each trying to normalize with 6 neighbors, that's as many 450 checks per room's worth of air. Even if you get it to only worry about blocks adjacent to places that just changed, dumping small amounts of heat would create large cascades of processing. A different way you may consider thinking about it is having "zones" that modify the ambient biome based temperature. You get nearly the same apparent net result, but without all the ongoing computational overhead. If you wanted, you could even have zones defined by a radial search, rather than a simple cube, so that walls matter. The only thing you'd be losing out on is the snow/lava based effects. Those you could emulate to a degree with "constant" temperature zones, that transition from a set temperature to the biome temperature. All in all it would add a layer of challenge that isn't there now, though you may consider how temperature can also help some things?
  6. Version 0.5 out now. Pigs now also herd. They function like cows, except they reproduce more readily and don't all panic if one is injured. Herd luring now works similarly to zombie hordes chasing you (minus the murdering you if they catch you part). Configuration options have been improved. Most aspects of this mod are change/disable-able via config options now. At this point, MCHerds nearly has all the features it needs for version 1.0. I expect v0.7 to be the same thing as 1.0, minus a little bit of stability testing. So, if anyone can try this out for a couple of days, possibly with other mods even, let me know whether or not it crashes for you (I need to know about not crashing too), I would appreciate it and it would help the release cycle.
  7. New release today. New this time are zombie hordes spawning all at once and configuration options. Please try it out, and let me know if something goes wrong (or awesomely right).
  8. Have you looked at World.getEntitiesWithinAABB? Then you can get just the entities within range of your map, and cycle through looking at their posX, posY, and posZ.
  9. MCHerds has been updated to v0.3. New in this version is automatic animal herd breeding (see OP for more details) and support for multiple species to herd together. I'm currently trying to sort out how to force MC to spawn mobs above the spawn limit (for zombie hordes).
  10. It hasn't crashed during my testing. It would be nice to have some other people test it out and let me know though.
  11. Primary forum link. May be ahead of information found here. http://www.minecraftforum.net/topic/1696101-mcherds The basic premise of MCHerds is to add zero new items/blocks/mobs to the game, but make it more interesting though more AI options, and tweaking how things spawn. It will also function as an API for other modders who want their new mobs to participate in herding behaviors. I've got a generalized framework in place that supports herds of arbitrary creatures across multiple dimensions. Right now I've got cows, pigs, chickens, sheep or zombies trying to stick together (not cross-species). Entire herds of cows or sheep stampede when any is injured, collectively follow players with food, and slowly reproduce on their own if there's enough. Pigs and chickens do the same, but are less organized about running away. When one zombie in a group spots you, you'll draw the lot of them. Finally, hordes of zombies occasionally spawn instead of the just the typical 1-4. It requires Forge to run, but client's don't need MCHerds to play on servers running it, just Forge. Mod: http://bit.ly/11RwVug (dropbox) Source: http://bit.ly/11Rx013 (dropbox) Demo video: [embed=425,349] [/embed] Installation: Just drop in in your Forge [471+] mods folder. Version 1.0 is here. Please submit your feedback. Suggestions are always welcome. --- This mod may be used or modified without my express permission in any other mod/pack where profit is not gained. I only ask that you credit me for my work, and let me know that it's being used.
  12. That was it. I was working from 1.6.0_20. Thank You. Tossing up a topic in the mods section.
  13. I'm running into some issues setting up my forge development area so that reobfuscate.sh makes my mod actually recognize the vanilla file names (imports). From a fresh forge folder, running install.sh makes it all the way to MCP's recompiling area, then pops: I figured that since it happened after decompilation time, it would be fine, and from Eclipse, it was. Unfortunately reobfuscate.sh both finds all of forge etc, and doesn't change my includes to the correct vanilla reobfuscated names (as opposed to the new forge package setup). So, my mod fails when loaded. I've spent all day on this, what have I done wrong? If it's relevant, I've tried it on builds 471 and 486.
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