tag:blogger.com,1999:blog-21967932808809259152024-02-08T09:58:26.703-04:00Tales of a NoviceHobbyist ModdingUnknownnoreply@blogger.comBlogger48125tag:blogger.com,1999:blog-2196793280880925915.post-2579737042137280532014-04-11T14:24:00.000-03:002014-04-11T14:24:16.929-03:00Project Zulu for Minecraft 1.71.7 Support is finally added via Project Zulu v1.2.8.0. <a href="http://projectzulu.blogspot.ca/p/downloads.html">Download Page</a>.<br />
<br />
Project Zulu is also now being distributed as a single jar - Compltete, Core, Blocks, Dungeon, and World no longer exist. The modules still exist internally and can be disabled in a new configuration file: ProjectZuluModules.cfg.<br />
<br />
If desired, they can also be disabled by deleting the appropriate named .class files from the ProjectZulu jar file.<br />
<ul>
<li>Block Module: delete ProjectZulu.jar\projectzulu\common\ProjectZulu_Blocks.class</li>
<li>Mobs Module: delete Delete ProjectZulu.jar\projectzulu\common\ProjectZulu_Mobs.class</li>
<li>Dungeon Module: delete ProjectZulu.jar\projectzulu\common\ProjectZulu_Dungeon.class</li>
<li>World Module: delete ProjectZulu.jar\projectzulu\common\ProjectZulu_World.class</li>
</ul>
<div>
This release should otherwise be identical to its 1.6 predecessor.</div>
<div>
<a href="http://projectzulu.blogspot.ca/p/downloads.html">Download Here</a>.</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-91316098351102118592013-09-03T15:12:00.000-03:002013-09-03T15:12:03.033-03:00Just Another Spawner v0.11.0: Analytics<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/R7D3uhG.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="197" src="http://i.imgur.com/R7D3uhG.png" width="320" /></a><a href="http://i.imgur.com/ckjV4Ik.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://i.imgur.com/ckjV4Ik.png" width="320" /></a></div>
<br />
Twilight forest structure support was readded. This also marks comparability support being a seperate module (still unified download). It appears in the modlist as JASCompatability.<br /><br />This update continues the trend of quality of life improvements in the last few updates. This time in the form of analytics commands for debugging. They allow users to directly query JAS about specfific behaviours. For example, the canSpawnHere command would be used to check if a particular entity can spawn at a specfic coordinates. It will also display the individual component (entity type, entity, spawnlistentry) that is responsible for the failure which should make it easier to test tags. Another example would be the composition command which displays the amounts of various entities in the world, as well as the number that can despawn. listspawns will list the spawnlist of the biome or structure the player is in.<br /><br />See JAS wiki: https://github.com/Crudedragos/JustAnotherSpawner/wiki/Commands<br />
<br />All JAS commands are triggered via a single command: /jas. Each individual command is called by providing the command name as the second argument /jas <commandname>; i.e. /jas killall. In almost all scenarios valid entries are case sensitive (player names, entity names, entity types, etc.) and as such using tab completion to get the correct-case is recommended.<br /><br />Analytical Commands<br />These commands are used to enquire about how JAS is currently functioning. Primarily intended for diagnosing perceived problems.</commandname><br />
<br />
<blockquote>
countcap: Sends chat message to player with count relative to entity cap of EntityType requested.<br />Typical Form: '/jas countcap <targetplayer dimensionid=""> <entitytype>'<br />* Target player is the name in String form of a player in the world. Used to fetch local dimension ID. Alternatively, the dimensionID may be provided directly. Either may ommited and the command sender will be used as target player.<br />* EntityType in String. i.e. AMBIENT, MONSTER, OPENSKY, etc. Character * indicates to print all types. Entity Types are valid for tab compleion.</entitytype></targetplayer></blockquote>
<blockquote>
listspawns: Sends chat message to player with spawnlists of EntityType requested.<br />Typical Form: '/jas listspawns <targetplayer biome="" structure=""> <entitytype>'<br />* Target player is the name in String form of a player in the world. Used to fetch local biome or structure. Alternatively, the package biome or structure name may be provided directly. Either may ommited and the command sender will be used as target player.<br />* EntityType in String. i.e. AMBIENT, MONSTER, OPENSKY, etc. Character * indicates to print all types. Entity Types are valid for tab compleion.</entitytype></targetplayer></blockquote>
<blockquote>
canspawnhere: Sends chat messege to player with whether chosen entity could spawn at players location (neglecting players collision box).<br />Typical Form: '/jas canspawnhere <targetplayer> <entityname>'<br />* Target player is the name in String form of a player in the world. Used to get biome or structure. May be ommited and the command sender will be used as target player.<br />* Entity is the registered name of the entity. Indepedent of internal mob names; i.e. naming tamed animals.</entityname></targetplayer></blockquote>
<blockquote>
composition: Sends chat messege to player number of loaded entities of specified type as well as percentage that will despawn.<br />Typical Form: '/jas composition <targetplayer> <entitytype>'<br />* Target player is the name in String form of a player in the world. Used to fetch local world instance. May be ommited and the command sender will be used as target player.<br />* EntityType in String. i.e. AMBIENT, MONSTER, OPENSKY, etc. Character * indicates to print all types. Entity Types are valid for tab compleion.</entitytype></targetplayer></blockquote>
<blockquote>
locate: Sends message to player stating location of entities with the provided name or in the provided group. Displayed name is green if it can despawn, red if it cannot in its current state / location.<br />Typical Form: '/jas locate <targetplayer> <entityname entitytype="">'<br />* Target player is the name in String form of a player in the world. Used to fetch local world instance. May be ommited and the command sender will be used as target player.<br />* EntityType in String. i.e. AMBIENT, MONSTER, OPENSKY, etc. Character * indicates to print all types. Entity Types are valid for tab compleion.</entityname></targetplayer></blockquote>
<blockquote>
entitypackage: Sends message to player stating the package name of the class registered to the provided entity name.<br />Typical Form: '/jas entitypackage <entityname entitytype="">'</entityname></blockquote>
<br />Some more general use commands were also added which should improve quality of life.<br />
<blockquote class="tr_bq">
'saveconfig': Saves the currently loaded world settings to the configuration files overwriting any data present. If the files were deleted, they will be created.</blockquote>
<blockquote class="tr_bq">
'loadconfig': Loads the world settigns from the configuration files disregarding the currently loaded world settings.</blockquote>
<blockquote class="tr_bq">
'killall': Kills all entities that match the criteria. See wiki for details. Beware, it is possible to kill boss entities that may not respawn such as the enderdragon.</blockquote>
Finally, but not completely least, what would a JAS update be without a new tag or two. Well heres three:<br />
<blockquote>
<blockquote class="tr_bq">
* isTamed and isTameable: Both chainable and invertible. Compatible with entities that extend the vanilla class hierarchy. Other entities may implement the jas.api.ITameable interface. Project Zulu Foxs, for example, are not yet compatible.</blockquote>
</blockquote>
<blockquote>
<blockquote class="tr_bq">
* location: chainable and invertible. Format :location,targetX,targetY,targetZ,varX,varY,varZ. Note that the range in along a coordinate specifiecd by a target and variance is from (targetX - varX -> targetX + varX)</blockquote>
</blockquote>
<br />Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-2196793280880925915.post-36692671528709814702013-08-04T11:34:00.000-03:002013-08-04T11:34:10.023-03:00Project Zulu v1.1.5<br />
<h3>
Tombstones and DeathGamerule Integration</h3>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/5T7a9Ar.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="191" src="http://i.imgur.com/5T7a9Ar.png" width="320" /></a></div>
<br />
Tombstones absorb items dropped via the DeathGamerules. Experience orbs
hover above tombstone when loot is present. Right-clicking with empty
hand will loot all items that will fit in the players inventory.<br />
<br />
Only
items dropped via the Project Zulu drop 'Item or XP' gamerules will be
"absorbed" in this way, others will fall to the ground as normal.<br />
<br />
<h3>
Structure Non-Trivial Trivial Overhaul</h3>
The structure
system has been overhauled under the hood. How they generate has
changed, but what they generate has not: they should all look the same
with minor
tweaks. The maze generator backing the Pyramid and labyrinth structure
was smoothed out. The mazes are more likely to have turns in them than
before.<br />
<br />
Part of this overhaul is that the
structure placer item will generate structures away from the direction
the playing is facing such that their edge is on the block in front of
the player. Sneaking while placing a structure will generate it centered
on the players location. This is only translation, the structure itself
does not turn to face the player.<br />
<h4>
Oasis</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/obgdmHP.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="191" src="http://i.imgur.com/obgdmHP.jpg" width="320" /></a></div>
<br />
Oasis looks the most different, is now more square but
generates level with the sand so is unnoticeable.
<br /><br />
<h4>
Cemetary </h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/a552BCU.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="190" src="http://i.imgur.com/a552BCU.png" width="320" /></a></div>
<br />
The Cemetary is more likely to generate a
number of its buildings within it than before. Slightly more grass and diversification of tombstones.<br />
<h4>
Pyramid
</h4>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i.imgur.com/h831Ixs.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="190" src="http://i.imgur.com/h831Ixs.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Only first level shown, full pyramid
obviously always generates</td></tr>
</tbody></table>
Pyramid contains a few subtle changs. Entrance is now pseudo randomly placed, though still
favours one side. Stairs more elegantly generated into the structure.<br />
<h4>
Labyrinth</h4>
Labyrinth is the least changed. The staircase from the entrance is slightly longer I think.<br />
<h3>
Customizable Entity Attributes</h3>
The base entity attribute values are customizable for all entities via the MobControl config file. Customizeable attributes are max health, movespeed, followrange,
knockbackresistance, and flight chance. In MC 1.6 the attribute system uses NBT to save the base values for each individual entity, so changes to the base attributes will only apply to new entities created after the change.<br />
<br />
<h3>
Localization Files</h3>
The Minecraft .lang file format is not followed for PZ localization. Each module has its own en_US.lang files to provide the english localization. That obviously only provides english but the functionality is
there for other languages if desired (i.e. Danish -
da_DK.lang, French - fr_FR.lang, Russian - ru_RU.lang). In theory end-users are able to also customize the language via resource packs.<br />
<h3>
Minor Notes</h3>
Project Zulu entities now use the Strength attribute for damage calculations. <br />
Fix error in Project Zulu structure generation when determining valid locations. <br />Fix error with haunted armor render in mob spawners.<br />Fix splash potions only applying to EntityLiving as opposed to EntitLivingBAse (such as players).<br />
Fix armadillo render.<br />Fix lizard spit render and collision detection.<br />Ostrich, as well as other entities, will no longer retaliate against creative players.<br />Ostrich default speed increased from 0.5f to 0.8f.<br /><br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-90191681722703544022013-07-10T16:44:00.001-03:002013-07-10T16:44:12.564-03:00MOSI Updated to 1.6More on Screen Info (aka Buff /Armor Bar) have been updated to 1.6.<br />
See <a href="http://projectzulu.blogspot.ca/p/downloads.html">Download Page.</a><br />
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-52255265093128074412013-07-10T14:45:00.003-03:002013-07-10T14:56:47.475-03:00Project Zulu on 1.61.6 Support is finally added via Project Zulu v1.1.4.8. <a href="http://projectzulu.blogspot.ca/p/downloads.html">Download Page</a>. <br />
<br />
This is identical to v1.0.4.8 with the noteable exception that the ability to load custom sounds removed.This was due to the changes minecraft has made to resource packs. Workaround using resource packs is planned.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-42641281469463105832013-06-13T22:54:00.003-03:002013-09-03T15:12:36.230-03:00JAS v0.9.0: SpawnListEntry TagsThere were two goals when designing v0.9. One was to improve the useability, reducing the certain unnecessarily complex parts of JAS to make them more plug-n-play. The second was spawnlist entries to allow unprecedented customization settings for users worlds.<br />
<br />
<h2>
Useability Improvements</h2>
<br />
A fair number of improvements were introduced into making JAS more user friendly. First and foremost was attempting to improve the ability to plug-n-play. The first improvement was settings the vanilla spawnlists to be cleared by default, rendering the vanilla system automatically disabled by installing JAS. The required the improvement of the importing and now vanilla settings are always imported properly, even with the vanilla spawnlist being cleared. Next was to make all entities set to spawn by default. They still need a spawnweight >0 and a type that is not NONE.<br />
<br />
Also in the useability is the ability to combine all entities into a single universal CFG. The option is inside the SaveConfig.cfg, along with the SortByBiome option (this inherits its default setting from the global toggle but can be set world specific). The toggle of both options were improved such that it reads from the settings it was saved as. Such that saving as Universal then switching to mod specific will read the settings from Universal, delete itself, then create the mod specific files.<br />
<br />
<h2>
Spawn Lise Entry Tags</h2>
<br />
Tags can now be added to spawnlist entries identically to livinghandler. Tough a few tags are different. Valid tags are spawn, light, block, blockRange, blockFoot, spawnRange, sky, minSpawnHeight, maxSpawnHeight, liquid, opaque, normal, solidSide, difficulty, torchLight, ground, top, fill, modspawn, origin, players, entities, random, writenbt.<br />
<br />
<h2>
WriteNBT Tags</h2>
<br />
Another long promised feature. Valid for SpawnList and LivingHandler spawn parent tags. The format is fairly straightforward. After the usual ':writeNBT,' a comma separates each nbt operation. Each operation is int the format of 'targetTag/targetTagID/value'. See http://www.minecraftwiki.net/wiki/NBT_format for valid tag IDs. It helps to think of it as folders, telling the system to dig down until you find the tag you want to set and then providing a value. Container tags (TAG_Compound and TAG_List) do not have values, they merely move you along the hierarchy. The operations are get or set; meaning if a tag is called that does not exist, it is created. <br />
<br />
The name of tags are case sensitive. To figure out what tags you need an NBT editor is recommended. The Project Zulu limited mob spawner allows you to explore the NBT tree graphically and test adding/removing tags to see their effects.<br />
<br />
Value tags are typically just one value, setting a short would be done like 'id/2/30'. For arrays such as byte array, keep including values for as long as you want the array to be; i.e. 'myArray/7/20/30/40/2/254'. As you may have noticed already, all tags fetch using name (with one exception). Thus the first value is a string of the name. The exception is TAG_List, which uses an index instead.<br />
<br />
Example, make an entity hold glass block in hand. ":writenbt,Equipment/9,0/10,id/2/20,Damage/2/0,Count/1/1".<br />
<br />
<h2>
Biome Attributes</h2>
<br />
Biome Attributes are an interesting addition to biome groups. Functionally, they are identical with the exception that they do not show up in your entity CFG reducing clutter. By default there is an attribute group for each entry in the biome dictionary and on representing all biomes. They can be added to biome groups in the same way biome mappings are, with the exception that they must be prefixed by an A|.<br />
<br />
An additional feature introduced with attributes is the ability to add and subtract them and mappings by placing a '+' or '-' in front of their names. They are parsed left to right. Biomes cannot be added twice, and will simply 'overwrite' the other if tried.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-81447080485482611412013-06-04T16:57:00.000-03:002013-09-03T15:12:54.475-03:00JAS v0.8.0: BiomeGroups RevisitedThis new version of JAS brings a Biomegroup cleanup. This makes them significantly more stable when adding/removing biome mods and hopefully makes them more use friendly. It was unfortunately not possible to make it backwards compatible with previous versions.<br />
<br />
The World save configuration style was abandoned. Now instead of fighting between a world and master save folder there is only one user configurable save folder where changes need to be made.<br />
<br />
Finally a few new tags were added; modSpawn, players, origin. ModSpawn calls the regular entity getCanSpawnHere method: allowing users to easily add additional considerations to how entities would regularly spawn. Players allows evaluating the number of players within a certain range. Origin is a range tag that evaluates based on the distance from the world spawn.<br />
<br />
<h2>
BiomeGroups </h2>
<br />
BiomeGroup files prior to v0.8.0 are no longer valid. The groups themselves can be with minor changes.<br />
<br />
The referencebiomes list is gone, replaced with packagenamemappings. Allowing you to map the complex packages names to a shorter version. Instead of writing "net.minecraft.world.biome.BiomeGenBeach.Beach" you can write "Beach". The mapped name can be changed to any valid string, duplicated are ignored. They are case sensitive.<br />
<br />
The allgroups property is gone and replaced with customgroups. The main change is that the default biomegroups (1 for each unique biome name) are always created. They can still be disabled by removing all biomes from the group; any group with no biomes will not be declared and will not show up in the entity CFGs.<br />
<br />
<h2>
World Save Configurations</h2>
<br />
The World-Master configuration pattern is abandoned. Instead the SaveConfig.cfg in WorldSettings contains a Save_Name property for each world which controls where it looks for and saves settings. Defaults to world name, allowing for backwards complete compatability. Multiple worlds can use one folder by setting the save nam eto the same.<br />
<br />
There is also an import name option, which is used only when the Save_Name folder is missing. It will COPY the files from the import name to the Save_Name folder. This pattern should be more user friendly. Deleteing the Save_Name folder causing an import, deleting the contents allows them to be generated fresh.<br />
<br />
<h2>
Tags</h2>
<br />
There were a few new tags and tweaks to old ones. The ModSpawn tag which is only valid for the livinghandler spawn parent tag. It calls the default entity spawn method. It is, as is normal of new tags now, both chainable and invertable. Format is simply ':modspawn'. <br />
<br />
The second tag added was the Players tag. Searchs for a number of players within a certain range. Both min and max search range and number of players are settable. Format is ':player,minSearch,maxSearch,min#,max#'.<br />
<br />
Light and Torchlight tags are now invertable.<br />
<br />
The last new tag is the Origin tag. This is a range tag in the same vein as light or torchlight.The difference is that it checks the distance from the entity to the spawn point instead of the light level. It is both invertible and chain-able. Format ':origin,minDistance,maxDistance'.<br />
<br />
Along with the origin tag some improvements were added to the light and torchlight tags. They are now invertible. And an issue in the range colculation for cases where min was greater than max was fixed. The ranges are now as follows:<br />
When max>min, range is min->max.<br />
When min>max, range is max->+INF & -INF->min.<br />
<br />
<h2>
Miscellaneous</h2>
<br />
JAS now requests FML to load it after everything. This should resolve issues with JAS not clearing certain mods spawnlists.<br />
<br />
The issue where the blockRange rag was not considered valid tag for spawning should be resolved.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-9531175111244909032013-05-20T18:14:00.000-03:002013-09-03T15:13:02.871-03:00JAS v0.7.0 - Tag-able Categories Compliant with Minecraft 1.4.7 and 1.5+<br />
<h4>
Major Changes</h4>
<ul>
<li>Categories now allow tags to cutomize output, default tags are auto-generated to provide identical functionality. Entering an empty string (or unreadable) instead of tags will result in pre-0.7.0 behaviour to be used. </li>
<li>Custom Entity Categories can be added by entering their names in the extra categories section of CreatureType.cfg</li>
</ul>
<h4>
Tags</h4>
<ul>
<li>Change Sky tag to strict can see sky check (calls to heightmap). </li>
<li>Ground tag ("ground"): Gets top block and iterates downward, ignoring leaves, wood, foliage, and blocks the player can move through.</li>
<li>Torch Light tag ("torchLight"): Identical to light tag but ignores time of day.</li>
<li>Difficulty tag ("difficulty"): 0-3 to</li>
<li>Added tags represented block functions: Liquid, Normal, Opaque, and solidSide. </li>
<li>Top Biome Block Tag ("top"): Check if entity is on the "top block" of the biome it is standing in.</li>
<li>Filler Biome Block Tag ("fill"): Check if entity is on the "filler block" of the biome it is standing in.</li>
</ul>
<h4>
Misc. Changes</h4>
<ul>
<li>Allow toggling Spawn logging independent of debug logging. Debug logging still functions as master switch.</li>
</ul>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-44163020655446541142013-05-04T17:16:00.000-03:002013-09-03T15:13:07.778-03:00Just Another Spawner v0.6.0 (1.4.7/1.5+)Changelog:<br />
<ul>
<li>Can see sky check was tweaked to check if higher than highest non-opaque block.</li>
<li>Two new tags: minSpawnHeight, and maxSpawnHeight. Function as their names imply, identical to the light tag with the exception that min and max are their own tags.</li>
<li>Chainable Tags. These are tags that are parsed with either an AND or OR status. Chainable tags are block, light, sky, minSpawnHeight, and maxSpawnHeight. Tags are formatted identically as before, except they can be prefixed by | or & to set their behaviour. Previous versions parsed all tags as OR and this is still the default behaviour.</li>
</ul>
<br />
<br />
<h2>
Chainable Tags</h2>
This is the most exciting feature of the update. The feature is best illustrated with examples.<br />
<br />
<h4>
<u>OR</u></h4>
<b>Tag</b>: {!spawn:sky:block,12}<br />
<b>What this means</b>: Don't Spawn this entity unless it can see sky OR it is on a sand block. So this will spawn on the surface anywhere (such as plains), and anywhere there is sand (such as deserts, possibly underground if sand is there).<br />
<br />
As mentioned previously, the default behaviour for chainable tags is to OR them. The above is equivalent to {!spawn:sky:|block,12}. Note how the ':' is still required even if '|' or '&' are present. If we change the tag to an '&' the restrictions are only activated if both restrictions are valid.<br />
<h4>
<u>AND</u></h4>
<b>Tag</b>: {!spawn:sky:&block,12}<br />
<b>What this means</b>: Don't Spawn this entity unless it can see sky AND it is on a sand block. So this entity will only spawn on the surface with sand. (Such as surface of deserts). <br />
<h4>
<u>ORDER</u></h4>
Chainable tags are parsed left to right and can be interrupted with non-chainable tags at will. <br />
<b>Tag</b>: {!spawn:sky:cap,10:&block,12}<br />
<b>What this means</b>: Nothing has changed, sky and &block are parsed as above. Except the entity also has an entity cap of 10.<br />
<h4>
<u>MULTPLE</u></h4>
Chainable tags may also be inserted multiple times for complex effects.<br />
<b>Tag</b>: {!spawn:sky:&block,2:block,87}<br />
<b>What this means</b>: The above entity has two valid cases it will spawn. First, if it is on sand and can see sky. The Second is if it on netherack.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-62905640015467633632013-04-30T15:42:00.001-03:002013-04-30T15:43:11.089-03:00New Brewing Stands<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/rhJn1db.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://i.imgur.com/rhJn1db.png" width="299" /> </a></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Slowly work continues on the potion Rewrite. Most of the underlying work is complete, including two shiny Brewing stands. These are necessary since the vanilla brewing stand, for compatibility reasons, will not be able to brew PZ Potions. </div>
<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-8482276188009772732013-02-09T18:33:00.000-04:002013-02-09T18:33:04.296-04:00Project Zulu v0.6.3 Released<br />
<div class="separator" style="clear: both;">
New module introduced Dungeon. Which will hold a finite number of adventure map focused items. The First edition is the Limited Mob Spawner, a Spawner with a GUI.</div>
<div class="separator" style="clear: both;">
<b><br /></b></div>
<div class="separator" style="clear: both;">
<b>Limited Mob Spawner</b></div>
<div class="separator" style="clear: both;">
Contained in Module: Dungeon</div>
<div class="separator" style="clear: both;">
<br /></div>
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A Custom Mob Spawner functionally identical to the vanilla spawner with the obvious exception of having a GUI to control key properties. It can only be accessed when in Creative mode. It will also only function while in Creative.</div>
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Spawn Delay has an associated minimum and maximum which controls how long after a mob spawns that another mob will be spawned.</div>
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Activation Range controls how close a non-creative player must get to activate the mob spawner.</div>
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Max Nearby controls the maximum, of the current entity it is trying to spawn, can be nearby before it will try to spawn another one.</div>
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Max Spawn is a new property that controls the maximum number of creature will be spawned from the mob spawner before it will remove it self. Note that a value of 0 will spawn creatures indefinitely.</div>
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A mob spawner can be setup to cycle through several different creatures by inputting the creature full name and an associated weighted chance. The button marked by an ellipsis will toggle a scroll list containing displaying select able entities. The Option button will toggle the ability to select a sound to be played when the creature spawns.</div>
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Custom sounds can be loaded by placing .ogg files into the config/Project Zulu/CustomResources directory that is created on start-up.</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-39335444156631314052012-12-20T17:35:00.001-04:002012-12-20T17:44:07.846-04:00Project Zulu v0.5.5/0.6.0 and Support for MC 1.4.6Download <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>. Minor Changes. Finished rewriting a few more mobs: Finch, Mammoth, and Pelican. Additionally, structures can now be configured on a per Biome basis in an identical fashion to mobs through an addition config (titled: ProjectZuluStructureBiomeConfig.cfg).<br />
<br />
PZv0.6.0 is identical to v0.5.5 with the exception that it is for MC 1.4.6<br />
<br />
<br />
Changelog 0.5.5 / 0.6.0<br />
+ Exposed additional Structure Gen Controls:<br />
+-- min Distance can be set per structure. remember this is not a literal distance but an evaluation of the form chunk# % minDistance == 0<br />
+-- Structure printing to log on genertion is disabled by default, can be turned on<br />
+ Exposed Structure Biome Controls : See ProjectZuluStructureBiomeConfig.cfg for toggles<br />
+ Rewriten: Finch, Mammoth, Pelican<br />
+ Tamed Creatures do not despawn on peacefulUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-19512252935298421492012-12-17T00:59:00.002-04:002012-12-17T00:59:47.220-04:00Project Zulu v0.5.4 Released<br />
Download <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>. A massive rewrite of the AI system and related declarations. Almost all mobs were rewritten with few exceptions. The few that have not been rewritten should be limited to a few hostile mobs: Sandworm, Minotaur, haunted armor, treeent, and cenitpede.<br />
<br />
Note that the Mob Controls have been altered to take advantage of sub categories and a number of additional parameters have been exposed. The tracking range and updateFrequency of mobs were reduced to 80 form 128 and 3 to 1 to be in line with vanilla creatures. In my testing the reduced update Frequency caused no ill effects, if you experience jittering increasing the update frequency should resolve it.<br />
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<br />
Changelog 0.5.4<br />
Major Features:<br />
+ Taming has been added. Limited to Fox for this update to make sure it works and get feedback. If tamed, Mobs can be re-named by right-clicking with paper.<br />
+--If Tamed, a nameplate Nameplate will appear above the mobs head containing name, health, and state.<br />
+--- Nameplate Scale (size) and Opacity can be changed from the Config.<br />
+--Righ clicking toggles between the 4 states: Wander, Sit, Follow, and Attack. Entities only follow owner if in Follow mode.<br />
+ Refactors Mob Declarations and Mob Config. Mob Options moved into Individual Mob Sub-Categories. More options are now exposed.<br />
+ Mob AI has been written. Path finding should be noticeably better. In theory they should be less resource intensive. Not rewritten include: Sandworm, Minotaur, haunted armor, Treeent, and Cenitpede.<br />
<br />
Minor Features:<br />
+ Compatable with Future ExtrabiomesXL API Changes<br />
+ Added Mob Biomes Config to specify which Biomes Mobs can spawn in. Unneeded if using external mod such as MSC. Note: False means only that the mobs spawn won't be added by this mod, other mobs may still add the spawn (such as MSC). Biomes from all mods should Appear.<br />
+ Mob Reporting Spawns in the Log are now a Toggleable Option per mob (disabled by default)<br />
+ Fixed a bug with the distance check for structures were not being calculated correctly<br />
<br />
Fixes:<br />
+ All Creatures should now drop experience.<br />
+ Spawn Rates adjusted across the Board. For the most part this places my mobs on equal footing with vanilla mobs.<br />
+ Recipe for ironScaleArmorBoots should now yield Iron and not Gold<br />
+ Horse Jerkiness Reduced/Gone, accelerates akin to Vanilla Pig Riding<br />
+ Tombstones should no longer count as wood and are now not burnable as fuel<br />
+ Fix issue that when Tombstone is Placed Text sometimes disappears<br />
+ Fixed issue where disabling Aloe Vera Seeds tried to Access Aloe Vera Block if it was disabled.<br />
+ Cleaned up Aloe Vera Declaration, now used proper forge method for custom ItemBlock<br />
<br />
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-6287171200906745132012-12-07T22:54:00.001-04:002012-12-20T17:43:50.640-04:00Project Zulu v0.5.3 Released<br />
Download <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>. The biggest feature is the addition of the Centipede, a serpent like mob. Unlike the Sandworm, every piece of the Centipede is attackand will follow the head's path, allowing it to circle objects. This will be the base of all future Serpent-style mobs.<br />
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<a href="http://i.imgur.com/FgaMu.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="248" src="http://i.imgur.com/FgaMu.png" width="320" /></a><b style="color: #333333; font-family: 'Helvetica Neue Light', HelveticaNeue-Light, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 19px;"></b></div>
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<b style="color: #333333; font-family: 'Helvetica Neue Light', HelveticaNeue-Light, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 19px;">Centipede</b></div>
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<span style="color: #333333; font-family: Helvetica Neue Light, HelveticaNeue-Light, Helvetica Neue, Helvetica, Arial, sans-serif;"><span style="font-size: 14px; line-height: 19px;">H</span></span>ealth / Armour: 30 / 2<br />
Attack Strength: 4 / 5 / 6<br />
Move Speed: 0.3 / 0.65 (x2)<br />
Breeding Item: N/A<br />
<br />
Drops: Meat Scraps<br />
Description: Hostile. Collision-Attack Mob. Peaceful during day, hostile at night.<br />
Spawns only at night.<br />
Vanilla Spawns: Plains, ExtremeHills, Forest + Hills, Taiga, Swampland<br />
ExtrabiomesXL: Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands</div>
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<b>Universal Flower Pot</b></div>
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<a href="http://i.imgur.com/umMFel.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="100" src="http://i.imgur.com/umMFel.png" width="320" /></a></div>
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The Universal Flower Pot is a Container Block styled after the vanilla entity. A single item can be placed in the pot and rendered. By default, this block replaces the vanilla flower pot. There is an option to disable that functionality in the configuration file. It currently cannot render blocks that have a custom render and Coloured blocks such as grass appear colourless. Blocks that use a tile entity will be rendered in their Item form. </div>
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<div>
<div>
Detailed Changelog 5.3</div>
<div>
Major Features:</div>
<div>
+ Centipede Mob, Health 30/2, 0.3/0.65(x2), Hostile at night</div>
<div>
+ Universal Flower Pot, replaces default Flower Pot. Max stack size of 1. Config option to not replace default, can then be crafted by placing default into Crafting Grid.</div>
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<div>
Minor Additions:</div>
<div>
+ Added Random Horse Spawn with serpeate Config Controls.</div>
<div>
+ Distance Check for Structures, note that this adds a spacing between locations where structure spawning locations are possible. Spawn chances should be adjusted accordingly</div>
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+ Horses can now be manually triggered to jump by pressing the space key</div>
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<br /></div>
<div>
Fixes:</div>
<div>
+ Mummy is now Considered Undead, not a Spider</div>
<div>
+ Added Haunted Armor Spawn Control to Config</div>
<div>
+ Fixed a bug where Spike were not being placed with the appropriate MetaData</div>
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+ Minotaur and Haunted Armour now have appropriately colored spawn eggs.</div>
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+ Tweaked shouldAttackForFavorite for applicable Entities</div>
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- Doubled Time on average it should take for Creature to become hositle if holding favorite </div>
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- Will only trigger if not inLoveMode</div>
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+ Creatures that are now fed their favorite food will enter love mode and lose anger instead of one then the other. Note that anger loss can now only be triggered if love cooldown is not triggered.</div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-81954094930047977782012-11-28T17:33:00.000-04:002012-12-14T22:05:00.612-04:00Project Zulu v0.5.2 for MC 1.4.5 ReleasedDownload <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>. Mostly fixes and tweaks. Major change is the config. Blocks are now toggleable, just set the blockID to 0 in the config. Default IDs assigned have changed, Blocks start at 1200, Items start at 9000.<br />
<br />
<b>The Config itself has changed. <u>Backup your world and save the config.</u> You'll need to manually transfer over the block/item ids to the appropriate blocks/items. If you load up your world without changing the IDs any blocks/items in the world will be erased. </b><br />
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New Mob:<br />
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<a href="http://i.imgur.com/Ned62l.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="235" src="http://i.imgur.com/Ned62l.png" width="320" /></a><b></b></div>
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<b>Haunted Armor</b></div>
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<div>
</div>
Health / Armour: 25 / Based on Iron/Gold Armor<br />
Attack Strength: Based on Iron/Gold Sword<br />
Move Speed: 0.25 / 0.5<br />
Breeding Item: N/A<br />
Drops: Iron /Gold Weapons. 1/4 Chance of Armored Zombie dropping equivalent.<br />
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Description: Hostile. Collision-Attack Mob.<br />
Only Spawns in Labyrinth and Cemetary Structure .<br />
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</div>
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<br />
<br />
Detailed Change log for 0.5.2<br />
Make backup of world before upgrading. Config has changed, if Config values are wrong those blocks will be set to Air.<br />
<br />
Major Changes:<br />
+ Config names and default values have been changed. Blocks >~1200 / Items >~9000.<br />
+ Blocks are Now Disableable. To disable set the blockID in the config to 0.<br />
+ Using recently added Vanilla OreDictionary recipies for wood. Let me know if anything is missing.<br />
+ Haunted armor mob added<br />
+ Haunted Armor will now spawn in Cemetary and Labyrinth Structures<br />
+ Added Item to Place Various Structures to creative inventory. Will place structure upon released-right click.<br />
+ Fur Pelt can be crafted into Leather + Raw Fiber (New Item)<br />
+ 4 Raw Fiber (Shapeless) can be crafted into 1 String<br />
<br />
Minor Changes:<br />
+ Fixed Creeper Blossom being invisible when exploding<br />
+ Reduced call for help distance<br />
+ All Blocks have been added to a Custom Creative Tab<br />
+ Cemetary / Labyrinth palcement has been improved<br />
-Check changed from Cross to X<br />
-Upperlimit on terrain deviation was added<br />
+ Cemetary will not generate in deserts. In other biomes locations it will not replace snow, trees, and leaves.<br />
+ Chest texture will now look like chest in current texture pack<br />
+ Mimic will no longer drop fur<br />
+ Minotaur will now drop 7 exp on death<br />
+ Sandworm will now only spawn at night<br />
+ Vultures will now lose aggro when they lose LOS<br />
+ Vultures will now only attack a player with less than 15 health, irrelevant to how many vultures are nearby<br />
+ Frogs are now always passive and will never attack.<br />
+ Fixed Sword Coconut Bug: Swords will now be damaged, and damaged swords can be used.<br />
+ Tombstones will only be editable (after initial placement) if a pickaxe is in hand<br />
+ When Riding horses into water, they will now swim instead of sinking.<br />
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Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-2196793280880925915.post-57864673329386829602012-11-23T01:25:00.000-04:002013-01-03T15:41:59.965-04:00Project Zulu v0.4.5 for MC 1.4.2 ReleasedThe next update is upon some of us. This is the update for users 'stuck' on 1.4.2, I'll be porting the 1.4.4/1.4.5 version tommorow. In the future, 1.4.5 will be my primary development version. I will continue supporting 1.4.2 based on demand.<br />
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<br /></div>
<div>
You can find it over <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>.<br />
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Big Features: </div>
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<a href="http://i.imgur.com/hStnfl.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" height="320" src="http://i.imgur.com/hStnfl.png" width="312" /></a><b></b></div>
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<b><b>Minotaur</b></b></div>
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</div>
Health / Armour: 30 / 6<br />
Attack Strength: 3 / 4 / 6<br />
Move Speed: 0.5 / 1.0<br />
Breeding Item: N/A<br />
Drops: Fur, Meat Scraps<br />
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Description: Hostile. Collision-Attack Mob. Periodically will charge which increases its speed.<br />
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Only Spawns in Labyrinth structure.<br />
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<b>Tombstone</b></div>
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<a href="http://i.imgur.com/CBf4Bl.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/CBf4Bl.png" /></a></div>
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The Tombstone is a sign-like block. Placing the tombstone opens a GUI to edit the text. The text can be edited after placing by right clicking on the block. On player death, a Tombstone will be placed at the location the player died if it is an air block with the death message of the player written on it. This feature is toggleable in the Config File.<br />
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<b>Cemetary</b><br />
<b><br /></b>
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<a href="http://i.imgur.com/z0yQVl.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="264" src="http://i.imgur.com/z0yQVl.png" width="320" /></a></div>
The Cemetary is a primarily decorative structure that spawns on the surface of the world. It can on occasion spawn with a chest. Its primary utility is that it spawns with a large number of Tombstones, which are not craftable.<br />
<b><br /></b><b>Labyrinth</b><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><a href="http://i.imgur.com/Jwi31l.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="222" src="http://i.imgur.com/Jwi31l.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="font-size: 13px;">This spawns underground (entrance is flush-ish with surface)</td></tr>
</tbody></table>
The Labyrinth is a single layer dungeon which contains Minotaur monster spawners. Like Pyramids chests randomly spawn and may be mimics. Certain wall segments may contain hidden chests and monster spawners.<br />
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Smaller Features:<br />
+Pyramid, Cemetary, and Labryinth spawn rates can be adjusted in the Config. Larger number is more rare. Do not set at or below zero (use the Spawn option instead to turn it off).<br />
+ The Render ID of blocks will now show up in the Forge Log.<br />
+Render ID can be manually triggered in the Config. -1 Will grab an ID as normal, setting to some other value will override with value provided.<br />
+Eagles and Pelicans will now fly higher</div>
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<div>
<a href="http://i.imgur.com/hStnfl.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><br /></a><a href="http://i.imgur.com/hStnfl.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><br /></a><a href="http://i.imgur.com/hStnfl.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><br /></a></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-77876885652058745572012-11-14T16:24:00.001-04:002012-11-14T16:26:24.641-04:00Project Zulu now on MC 1.4.4Not much to say. Official support for 1.4.4 is added with PZv0.5.0. <br />
<br />
By request, for the next few weeks / versions support will continue for 1.4.2.<br />
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Mods Updated: Project Zulu, Armor Bar, Buff Bar, Snow ModUnknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-7586840968654859112012-11-08T23:57:00.001-04:002012-11-09T00:15:57.008-04:00Project Zulu v0.4.4 Released<br />
Project Zulu has now graduated to v 0.4.4, you can find it over <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>.<br />
<br />
Changlog:<br />
+Added Mob: Horse<br />
+Added Mechanic: Riding. No item means stop. Stick acts like carrot on stick to pigs. Holding any other item will cause mount to continue moving in previous direction.<br />
<br />
+Added Mob: Eagle<br />
+Added Mob: Rhinoceros Hornbill<br />
+Added Mob: Pelican<br />
<br />
+Crocodiles now Spawn in Rives.<br />
+Gorilla now spawn in Extrabiomes Mini Jungle + Extreme Jungle<br />
+Mammoth Should not be able to be heard from mars<br />
+Animals in love mode should now appropriately move toward eachother<br />
<br />
+Merged Flight with Ground Mob AI. Allows for mobs to be able to switch between the two types: See Pelican.<br />
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<h3>
<b>Riding!</b></h3>
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<b><br /></b></div>
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<a href="http://i.imgur.com/DDyqT.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="73" src="http://i.imgur.com/DDyqT.png" width="320" /></a></div>
<b></b><br />
<div>
<b>Horses</b></div>
<br />
Health / Armour: 12 / 4<br />
Attack Strength: 3 / 4 / 5<br />
Move Speed: 0.5 (Up to 5.0m/s when riding)<br />
Breeding Item(s): Red Apple, Carrots<br />
Drops: Leather, Beef<br />
<br />
Description: Collision-Attack Mob. Passive. Right-Click with saddle to make mountable.<br />
Controls: When mounted, the horse will move/turn toward the direction of the player when they have a stick in their hand. If they have no item, they will stop. If the player has an item in their hand (i.e. a bow) the horse will continue to move in whatever direction it was moving while the player is free to turn and, for example, shoot a bow at targets behind them.<br />
<br />
<h3>
<b>More Birds!</b></h3>
</div>
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<b><br /></b></div>
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<div style="background-color: white; color: #333333; font-family: 'Helvetica Neue Light', HelveticaNeue-Light, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 19px;">
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<a href="http://i.imgur.com/itWaf.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="150" src="http://i.imgur.com/itWaf.png" width="320" /></a><b></b></div>
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<b></b></div>
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<b><br /></b></div>
<b style="background-color: white;">Eagle</b><br />
<div style="background-color: white;">
</div>
<div style="background-color: white;">
Health / Armour: 20 / 0</div>
<div style="background-color: white;">
Attack Strength: 3 / 4 / 6</div>
<div style="background-color: white;">
Move Speed: 0.3</div>
<div style="background-color: white;">
Breeding Item: N/A</div>
<div style="background-color: white;">
Drops: Feather, Chicken</div>
<div style="background-color: white;">
Description: Collision-Attack Mob. Passive.</div>
<div style="background-color: white;">
Vanilla Biomes: Extreme Hills + Edge</div>
<div style="background-color: white; color: #333333; font-family: 'Helvetica Neue Light', HelveticaNeue-Light, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 19px;">
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<br /></div>
<div class="separator" style="clear: both; color: black; font-family: 'Times New Roman'; font-size: medium; line-height: normal;">
<a href="http://i.imgur.com/taZxa.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="94" src="http://i.imgur.com/taZxa.png" width="320" /></a><b>Rhinoceros Hornbill</b></div>
<div style="color: black; font-family: 'Times New Roman'; font-size: medium; line-height: normal;">
Health / Armour: 20 / 0</div>
<div style="color: black; font-family: 'Times New Roman'; font-size: medium; line-height: normal;">
Attack Strength: 3 / 4 / 6</div>
<div style="color: black; font-family: 'Times New Roman'; font-size: medium; line-height: normal;">
Move Speed: 0.3</div>
<div style="color: black; font-family: 'Times New Roman'; font-size: medium; line-height: normal;">
Breeding Item: N/A</div>
<div style="color: black; font-family: 'Times New Roman'; font-size: medium; line-height: normal;">
Drops: Feather, Chicken</div>
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Description: Collision-Attack Mob. Passive.</div>
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Vanilla Biomes: Jungle + Hills</div>
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ExtraBiomesXL: Mini + Extreme Jungle</div>
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<a href="http://i.imgur.com/hb7D8.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="174" src="http://i.imgur.com/hb7D8.png" width="320" /></a><b style="color: black; font-family: 'Times New Roman'; font-size: medium; line-height: normal;"></b></div>
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<b style="color: black; font-family: 'Times New Roman'; font-size: medium; line-height: normal;">Pelican</b><br />
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Health / Armour: 20 / 0</div>
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Attack Strength: 3 / 4 / 6</div>
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Move Speed: 0.3</div>
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Breeding Item: N/A</div>
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Drops: Feather, Chicken</div>
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Description: Collision-Attack Mob. Passive. Transitions between a land-based walking mob to a flying mob.</div>
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Vanilla Biomes: River,Beach</div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-1713879214000359932012-11-01T14:48:00.000-03:002012-11-01T15:31:35.107-03:00Project Zulu v0.4.3 Released<br />
Project Zulu has now graduated to v 0.4.3, you can find it over <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>.<br />
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New additions!<br />
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<b>Mob Heads</b><br />
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<a href="http://i.imgur.com/nJACY.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="153" src="http://i.imgur.com/nJACY.png" width="320" /></a></div>
Ever wanted to decorate your cabin and show off what a badass hunter you are? Now you can. Mob heads drop as a rare drop from their respective animals. They function near identical to vanilla skulls: placeable on top and side of blocks can be rotated 12 different angles. The exception, however, is that they cannot be worn on your head.<br />
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<a href="http://i.imgur.com/WtRn3.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="223" src="http://i.imgur.com/WtRn3.png" width="320" /></a></div>
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<b>Elephant</b></div>
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Health / Armour: 30 / 6</div>
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Attack Strength: 6 / 8 / 9</div>
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Move Speed: 0.5</div>
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Breeding Item: Leaves</div>
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Drops: Scrap Meat, Tusks, Head (Rare)</div>
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Description: Collision-Attack Monster. Passive. Large size makes him immune to knock backs.</div>
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Vanilla Biomes: Plains</div>
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ExtraBiomesXL: Savanna</div>
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Smaller Tweaks:</div>
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+Finch and Vulture flight AI have improved. Should no longer get stuck in blocks.</div>
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+Finch now spawn in additional Vanilla Biomes: Forest + Hills</div>
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+Finch now spawn in additional ExtraBiomes: Autumn Woods, Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands</div>
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+Finch will now randomly land/takeoff on the ground.</div>
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+Finch will not despawn.</div>
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-71971598349458829472012-10-24T21:59:00.000-03:002013-01-03T15:42:10.915-04:00Project Zulu v0.3.5 ReleasedProject Zulu has now graduated to v 0.3.5, you can find it over <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>.<br />
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New additions!<br />
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<b>Campfire!</b><br />
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<a href="http://i.imgur.com/031gb.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="158" src="http://i.imgur.com/031gb.png" width="320" /></a></div>
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Campfires can be placed on the ground. Emit light level 15. Once crafted, clicking on a unlit camp fire with coal will cause it to ignite. Similarly, clicking on a lit camp fire with water will cause the fire to go out.</div>
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The wooden campfire will spread fire in any direction except downwards while the stone Campfire will only spread upwards. </div>
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<a href="http://i.imgur.com/DMFAP.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="148" src="http://i.imgur.com/DMFAP.png" width="320" /></a></div>
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Note that any type of log is use-able, even the ExtraBiomes Ones, though they all must be of the same type. Red Cobblestone can also be substituted for regular cobblestone.</div>
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<a href="http://i.imgur.com/ra9q3.png" imageanchor="1" style="-webkit-transition: color 0.3s; background-color: white; clear: right; color: #f07300; display: inline; float: right; font-family: 'Helvetica Neue Light', HelveticaNeue-Light, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 19px; margin-bottom: 1em; margin-left: 1em; margin-top: 0px !important; outline: none; text-align: center; text-decoration: none;"><img border="0" height="320" src="http://i.imgur.com/ra9q3.png" width="241" /></a><b style="color: #333333; font-family: 'Helvetica Neue Light', HelveticaNeue-Light, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 19px; text-align: justify;">Gorilla</b></div>
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Health / Armour: 20 / 3</div>
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Attack Strength: 5 / 6 / 7</div>
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Move Speed: 0.5</div>
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Breeding Item: Spider Eye, Tall Grass</div>
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Drops: Fur, Scrap Meat</div>
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Description: Collision-Attack Mob. Hostile when attacked.</div>
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Vanilla Biomes: Jungle + Hills</div>
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<a href="http://i.imgur.com/7yJil.png" imageanchor="1" style="-webkit-transition: color 0.3s; background-color: white; clear: left; color: #f07300; display: inline; float: left; font-family: 'Helvetica Neue Light', HelveticaNeue-Light, 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 19px; margin-bottom: 1em; margin-right: 1em; margin-top: 0px !important; outline: none; text-align: center; text-decoration: none;"><img border="0" height="320" src="http://i.imgur.com/7yJil.png" width="195" /></a></div>
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<b>Giraffe</b></div>
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Health / Armour: 20 / 3</div>
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Attack Strength: 5 / 6 / 7</div>
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Move Speed: 0.5</div>
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Breeding Item: Tall Grass</div>
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Drops: Scrap Meat</div>
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Description: Collision-Attack Mob. Hostile when attacked.</div>
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Vanilla Biomes: Plains</div>
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ExtraBiomesXL: Savanna</div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-84289448291387308852012-10-17T01:29:00.002-03:002013-01-03T15:42:19.859-04:00Project Zulu v0.3.3 ReleasedProject Zulu has now graduated to v 0.3.3, you can find it over <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>.<br />
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First, Spikes. 3 Tusks form 1 Spike. Tusks drop from Mammoths, Rhinos, and Boars. Spikes can be placed on most blocks and will auto adjust orientation and style if placed on the side or bottom of blocks. When placed on wooden and nether fences they form small pikes that give the look of a palisade. On Iron Fences the spikes form a continuous strip in what reminds me of police spike strips.<br />
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<a href="http://i.imgur.com/S7YhD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/S7YhD.png" /></a></div>
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They can be clicked on with a slime ball or poison droplet (which<strike> now </strike>will eventually drop from lizards) the spike will become a Sticky or Poisoned Spike respectively. Stick Spikes, in addition to doing damage, will also slow the entity that collides with them. Poison behaves the same except it obviously applies a poison effect instead. At the moment they do 2 damage when any entity comes in contact to them.<br />
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<iframe allowfullscreen="allowfullscreen" frameborder="0" height="360" src="http://www.youtube.com/embed/Iil3K710DRY?feature=player_embedded" width="640"></iframe><br />
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Second, Breeding.<br />
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<a href="http://i.imgur.com/30lz9.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="204" src="http://i.imgur.com/30lz9.png" width="320" /></a></div>
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The following animals can be bread with the appropriate item:<br />
Bear -Fish<br />
Penguin - Fish<br />
Armadillo - Spider Eye<br />
Boar - Apple<br />
Crocodile - Raw Chicken<br />
Fox - Egg<br />
Frog - Spider Eye<br />
Ostrich - Seeds<br />
Mammoth - Leaves<br />
Rhino - Grass<br />
Rabbit - Red Apple<br />
Breeding essentially works the same as vanilla. Right click to enter love mode. If the animal is hostile, instead of entering love mode it'll reduce the animals anger to zero and it will stop attacking you. In addition, crocodiles and bear may become hostile if you are holding their favourite food.<br />
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Third, New Mobs: Finches (Red, Green, and Blue) and Bunnies.<br />
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<a href="http://i.imgur.com/beYeG.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/beYeG.png" /></a></div>
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<a href="http://i.imgur.com/4q4V8.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/4q4V8.png" /></a></div>
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There are some minor tweaks as well. Most animals now drop scrap meat. Flying AI was slightly tweaked and should be more stable. Frog and Boar health and armor were rebalanced.Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-2196793280880925915.post-61153854220614441002012-10-13T21:53:00.003-03:002012-10-13T21:54:28.985-03:00Progress Update: Spikes UnveiledI've decided what the tusks are going to be used for: Spikes. They can be placed the top,bottom, or side of most blocks, including pistons. Even cooler is when they are placed on fences. When placed on wooden and nether fences they form small pikes that give the look of a palisade. On Iron Fences, due to their continuous surface, the spikes form a continuous strip in what reminds me of police spike strips.<br />
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At the moment they do 2 damage when any entity comes in contact to them. If they are clicked on with a slime ball or poison droplet (which now drops from lizards) the spike will become a Sticky or Poisoned Spike respectively. Stick Spikes, in addition to doing damage, will also slow the entity that collides with them. Poison behaves the same except it obviously applies a poison effect instead.<br />
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This video quickly shows off everything I'm describing.<br />
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="360" src="http://www.youtube.com/embed/Iil3K710DRY?feature=player_embedded" width="640"></iframe>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-11394449616704892792012-10-10T21:56:00.001-03:002012-10-10T21:56:31.018-03:00Project Zulu v0.3.2 Released.<br />
Project Zulu has now graduated to v 0.3.2, you can find it over <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>.<br />
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First, I've updated the forge config files with the new forge config commands (the old ones were depreciated). This means you are now required to use the more recent builds of forge (build 305+ if I'm not mistaken).<br />
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Second, this mod is now compatible with the updated ExtraBiomesXL (3.1+).<br />
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And bug fix: Armors should now render properly if other armor mods are installed.<br />
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And More mobs, cause I know you guys love those: Ostrich and Rhino!<br />
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<a href="http://i.imgur.com/t7OdN.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://i.imgur.com/t7OdN.png" width="180" /></a></div>
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<a href="http://i.imgur.com/YssT3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="144" src="http://i.imgur.com/YssT3.png" width="200" /></a></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-32967106005947198272012-10-03T23:18:00.001-03:002013-01-03T15:42:35.621-04:00Project Zulu v0.3.1 ReleasedProject Zulu has now graduated to v 0.3.1, you can find it over <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>.<br />
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This update is pretty much just several new mobs: Crocodile, Beaver, Frogs, Penguins, and Bears (Black, brown, and polar). I also fixed the bug that caused the Night bloom to stay open after the first night. Enjoy!<br />
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2196793280880925915.post-26315268087990171262012-09-28T23:22:00.000-03:002012-10-03T23:33:09.771-03:00Project Zulu v0.3.0 ReleasedProject Zulu has now graduated to v 0.3.0, you can find it over <a href="http://projectzulu.blogspot.ca/p/downloads.html">here</a>.<br />
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This update took a little longer than expected. This was due to me switching focus midway through its creation form creating some mob creatures to creating a bad-ass pyramid. It spawns in Deserts (not desert hills).<br />
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I've also added ExtraBiome support: mobs will naturally spawn in appropriate biomes if extra biomes is installed. Huzzah!<br />
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Couple smaller changes as well. Pharaoh boss is now considered undead. Mimics do not aggro nearby mimics when attacked and their mouth animation opens wider.<br />
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For those wanting just a mobs package, I've broken everything out into 4 packages: Core, Blocks, Mobs, and World. This is essentially experimental at this point, let me know if anything doesn't work. Everything requires the 'Core' package, but is otherwise independent, with obvious limitations: for the mobs to drop items in Block, both the mob and Block package be installed.Unknownnoreply@blogger.com0