Project Zulu v0.3.0 Released

Project Zulu has now graduated to v 0.3.0, you can find it over here.

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).



I've also added ExtraBiome support: mobs will naturally spawn in appropriate biomes if extra biomes is installed. Huzzah!

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.

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.
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First Wonder: Pyramid Dungeon

Last couple days I've been buckling down and working on that pyramid wonder I promised to make a while ago. It's 25 blocks tall and has 4 'layers' which each consist of a randomly generated maze (so each time should be a unique experience). The structure naturally comes with plenty of dungeon chests (along with some sneaky mimics) and plenty of Mummy mob spawners.

But, as always, pictures are worth more than words.





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Generic Update: Extra Biomes Support, Separate Package For Mobs



Good news for people who just wanted the mobs, I've managed to seperate out all the different pieces of the mod into 4 packages: Core, Blocks, Mobs, and World. The latter 3 all require the 'core' package, but are otherwise independent. If Features overlap, they will only operate if all required packages are loaded. i.e. Oasis spawn requrires Palm Tree Block Blocks, so It'll only generate Oasis if the Block Package is loaded. The Blocks package will, obviously, contain all Blocks, Items and Armor and the Mobs package will contain all the mobs. The World Package will contain all structures (i.e. Oasis), surface generation(i.e. Night loom Gen), and mechanics(Exhaustion, Freezing).

I've figured out how to add Extra Biome Mob spawns. It'll automatically add mob spawns to the appropriate biomes if you have the Extra Biomes installed and the Mob Package.

Extra Biome Mob Spawning Breakdown:
Armadillo
-Mountain Desert
-Savanna
-Mountain Ridgee

SandWorm
-Mountain Desert

Lizard
-Savanna
-Mountain Desert

Vulture
-Savvana
-Mountain Desert
-Wasteland
-Mountain Ridge

TreeEnt
-Alpine
-Mountain Taiga
-Snow Forest
-Snow Rain Forest

Mammoth
-Tundra
-Ice Wasteland
-Glacier

Fox
-Alpine
-Autumn Woods
-Birch Forest
-Forested Island
-Forested Hills
-Green Hills
-Mountain Taiga
-Pine Forest
-Rain Forest
-Redwood Forest
-Redwood Lush
-Snow Forest
-Snow Rain Forest
-Temporate Rain Forest
-Woodlands

Boar
-Alpine
-Mountain Taiga
-Snow Rain Forest


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Armor Bar Mod v0.3.0


Armor Bar Mod
Download: See Download Page

A ton of ways to customize each displayed item were added via the config. It can show a graphical bar or a counter to represent amount or durability of the tracked item.

It now also displays the number of arrows in the players inventory and up to 3 additional items (turned off by default, add desired itemID to track to config) in two different formats. Format 1 is counting the number of that item in the inventory and format 2 is displaying the damage/health left of the first item of that type in the inventory.

Config Breakdown for Generic Item (Same Rules apply for fixed Items, though they won't have as many options):

displayGenericItem1 : Sets whether this item is displayed
genericItem1ShiftedID : The shifted ID of the item to be displayed
trackingTypeGenericItem1 : Tracking Type, 0 is for counting, 1 is for damage
horizontalOffsetFromMiddleGenericItem1 : Offset of Diplay from center of screen
verticalOffsetFromBottomGenericItem1 : Offset of Diplay from bottom of screen
displayStyleGenericItem1 : 0 is to diplay colored bar, 1 is for counter , 2 is for both
fontColorGenericItem1 : color of counter string
horizontalStringOffsetGenericItem1 : Offset of Counter String, Horizontal
verticalStringOffsetGenericItem1 : Offset of Counter String, Vertical
maxOfGenericItem1 : Number used for colored bar for reference, anything more than this will show as full bar
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Snow Mod v0.3.0 Released


Snow Mod v0.3.0 released, See Download Page to get it now.

This mod adds a custom snow block that, when snowing, will grow. On new World/chunk generation it replaces all vanilla snow with the exception of on leaves and wood with the new snow.



Warning: This mod is resource intensive. There are config options to control height of snow and update/growth rate. The only way to remove the snow is with a program like MCEdit.



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Project Zulu v0.2.8 Released

Project Zulu has now graduated to v 0.2.8, you can find it over here.

A lot of under the hood changes in this update. TreeEnt  and Mammoth AI have been redone. These changes will form the template of future Mob AI's I employ. A lot of changes were done to the vulture entity as well in hopes of eliminating the invisible vulture problem. The only real overt change is that their attack range has been reduce.

3 new mobs are introduced as well: The Mimic, Fox, and Boar. The Fox and Boar are passive collision attack mods that have 15 and 20 health respectively. They both have a chance to drop regular fur or beef. The Fox spawns in the Taiga, Taiga Hills, Forest, and Forest hills Biomes. The Boar, however, only spawns in the Taiga and Taiga Hills Biomes.

The mimic is a more interesting mob. When dormant, it looks exactly like a regular chest. Attacking it or right-clicking will cause it to become aggressive. This currently doesn't spawn naturally.

A ton of config options to control what spawns and at what rate have also been added.


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Elephant Stampeded and More Models

Lots of things being worked on since the last update. Possibly to many things at once. While I was working on models yesterday I got a little carried away. Note they are various stages of completion and are demonstrated from techne where I can't rotate pieces.


For the mimic chest I'm going with a FF style where the legs pop out. The legs have two parts that will be at angles like spider legs (again limitations of techne prevent rotation). I might end making them more like a slime if that doesn't work out.

I've also been working on Mammoth and TreeEnt animations. Mammoth is probably as close to done as its gonna get for a little while. Though I do want to improve its sound offerings. The TreeEnt animation got angry at me, so thats not even close to done.

As a proof of concept I've added stampeding to the elephants. Whenever a creature explodes nearby the herd of mammoths will run away.


It's currently kinda buggy, they'll only run a short distance and usually only react to the first creeper. There are things I can do to improve this, but there are more important problems like invisible vultures. Which is what I'm spending today working on. I might do a hotfix early tonight without any of these features and include vulture fixes plus the ability to turn them off.

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