Coros Mods 1.6.4
Coros Mods Old
Info / News
Rewrites, feature completedness, and preparing for 1.7/1.8
Incase you didn't notice, I've taken on the task of rewriting Weather 1 from (mostly) scratch, as of writing this its 2.1 alpha state is released and I'd say about 80% complete to what I was planning. Hopefully once I hit that feature complete state I can finally start tackling 1.7 and all its scary changes (mainly the packet system)....
Once that mod is less on my mind I hope to focus my efforts on a small rewrite of Zombie Awareness (its a really basic mod code wise) as well as some design plan changes for Hostile Worlds, mainly making hostile worlds not be timer based, and instead be sensitive to the ores/resources you are mining and use that as a base reason for them invading you, those changes might come before 1.7. But for Hostile Worlds 1.7 update I plan on getting rid of the dimension, it was a neat idea but too much work required to fill it out, and it just causes crashing issues for some, and is high maintenance. There is also a small chance Hostile Worlds will merge into what this 'RPGMod' will be that I've been coding on and off forever, or might just run with it side by side to assist in filling out gameplay more, undecided.
As for ZombieCraft, I still have wants to get some sort of leaderboard system working for it where you can use my website to see the best scores on official and user made maps. With weather1 being out of the picture now, ZombieCraft is now my oldest maintained mods, and it's going to be a scary ordeal updating it and its super old packet system to 1.7 and its new packet system. A final note, I'm going to try my best to maintain backwards compatibility from the community made maps from 1.6.4 to work in 1.7, worst case, I'll release some sort of tool/mod feature that eases the pain of updating the schematic files from 1.6.4 to 1.7/1.8. Given that I implemented a ID -> name system in my schematic files for blocks before mojang had for minecraft, I believe that should make things a lot easier on my part.
Bugfixes, compatibilty and 1.7.x
We've released a new Tropicraft version to fix some annoying bugs, I've also updated my own mods to keep compatibility with it.
Been holding off on feature additions / improvements on my existing mods untill I finally update to 1.7.x, sounds like the release of 1.7.6 will be when that happens, as MCP and Forge will be updating to that as well.
Been still poking away at THE PROJECT thats been eating up all my dev time.
All caught up with 1.6.2, more ZombieCraft 3 dev going well
I've been getting some good development in for ZombieCraft recently. With a good build of it out for 1.6.2 out now as well as the new ZC session block, people can setup dedicated servers that run ZC games on their own, as the lobby leader can setup everything required. Still more features to add to it such as map and lobby leader voting, but it's a good start.
My recent development has been focusing on expanding the customizability of ZC maps in pretty much every way possible. For the map overall I plan to make the item costs, entities spawned and stuff like that all customizable and templatable where applicable. You will also be able to customize specific ZC blocks to the purposes you need, specific customizing of entities spawned from mob spawner, rendering of purchase plate items, mystery box randomized item list editing, etc.
Regarding supporting more entities for spawning in waves, I hope to add my own types for more interesting variation, but whats more interesting is I hope to support other vanilla or even MOD entities in waves as well. Since about around the time minecraft stopped being beta, it has had a standard AI system added for manipulating the entities. I believe a fair amount of mods out there by now have adopted the use of this AI system, and the fun part is that its very easy to plug in AI routines for stuff like 'attack the player or these entity types' or 'go to this location'. So if a mod uses that new minecraft AI system I can in theory support using these entities in ZombieCraft as I see fit, possibly even resizing them to fit through doors if needed. If that all works out that would be great, I could use it for Hostile Worlds invasions too, theres been talk about Mo creatures using or planning to use the mc AI system so that will probably be the first mod I try to get working with it.
Anyways, for more detail on what I have planned for added configurations, see this dev plan below, I'm starting with mob spawners.
time: lock to day/night, or cycle (note, locking means just add time to make day once night hits, dont actually stop world time)
dim has sun?
- nether lighting?
- custom lighting for all 16 layers?
- wave config:
-- customizable down to per wave:
--- monsters used
--- total wave monster count, i guess this would override overall wave count increase calc
-- rate of difficulty increase: count, rate, speed (i dont think rate increases in default)
-- base values: zombie count, rate, speed
- item prices:
-- anything in more detail needed here?
- mystery box items
-- usable to a per tile basis
- Render item
- For cycle mode:
-- Items to cycle
-- cycle speed
- Items to randomize
- time to animate
- purchase time window before reset
- Activation Conditions (able to use all or any at once)
-- Block Watch (the existing method)
-- Player Proximity
--- Trigger dist
--- Trigger stays activated toggle
--- Reset state at wave end?
--- Wave Min for Activate
--- Wave Max for Activate
Final 1.5.2 updates out!
After a good 3-4 months of random development and playtesting and summer, I've pushed all the latest developments for all my mods to my site, Zombie Awareness and Hostile Worlds got most of the updates, not to mention the Tropicraft rewrite that should be out by the time anyones reading this. Have fun! Here I come 1.6.2 update!