JAS v0.7.0 - Tag-able Categories

 Compliant with Minecraft 1.4.7 and 1.5+

Major Changes

  • 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.
  • Custom Entity Categories can be added by entering their names in the extra categories section of CreatureType.cfg

Tags

  • Change Sky tag to strict can see sky check (calls to heightmap). 
  • Ground tag ("ground"): Gets top block and iterates downward, ignoring leaves, wood, foliage, and blocks the player can move through.
  • Torch Light tag ("torchLight"): Identical to light tag but ignores time of day.
  • Difficulty tag ("difficulty"): 0-3 to
  • Added tags represented block functions: Liquid, Normal, Opaque, and solidSide.
  • Top Biome Block Tag ("top"): Check if entity is on the "top block" of the biome it is standing in.
  • Filler Biome Block Tag ("fill"): Check if entity is on the "filler block" of the biome it is standing in.

Misc. Changes

  • Allow toggling Spawn logging independent of debug logging. Debug logging still functions as master switch.
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Just Another Spawner v0.6.0 (1.4.7/1.5+)

Changelog:
  • Can see sky check was tweaked to check if higher than highest non-opaque block.
  • 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.
  • 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.


Chainable Tags

This is the most exciting feature of the update. The feature is best illustrated with examples.

OR

Tag: {!spawn:sky:block,12}
What this means: 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).

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.

AND

Tag: {!spawn:sky:&block,12}
What this means: 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).

ORDER

Chainable tags are parsed left to right and can be interrupted with non-chainable tags at will.
Tag: {!spawn:sky:cap,10:&block,12}
What this means: Nothing has changed, sky and &block are parsed as above. Except the entity also has an entity cap of 10.

MULTPLE

Chainable tags may also be inserted multiple times for complex effects.
Tag: {!spawn:sky:&block,2:block,87}
What this means: 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.
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New Brewing Stands


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.


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Project Zulu v0.6.3 Released


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.

Limited Mob Spawner
Contained in Module: Dungeon

 
 

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.

Spawn Delay has an associated minimum and maximum which controls how long after a mob spawns that another mob will be spawned.
Activation Range controls how close a non-creative player must get to activate the mob spawner.
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.
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.

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.

Custom sounds can be loaded by placing .ogg files into the config/Project Zulu/CustomResources directory that is created on start-up.
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Project Zulu v0.5.5/0.6.0 and Support for MC 1.4.6

Download here. 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).

PZv0.6.0 is identical to v0.5.5 with the exception that it is for MC 1.4.6


Changelog 0.5.5 / 0.6.0
+ Exposed additional Structure Gen Controls:
+-- min Distance can be set per structure. remember this is not a literal distance but an evaluation of the form chunk# % minDistance == 0
+-- Structure printing to log on genertion is disabled by default, can be turned on
+ Exposed Structure Biome Controls : See ProjectZuluStructureBiomeConfig.cfg for toggles
+ Rewriten: Finch, Mammoth, Pelican
+ Tamed Creatures do not despawn on peaceful
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Project Zulu v0.5.4 Released


Download here. 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.

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.


Changelog 0.5.4
Major Features:
+ 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.
+--If Tamed, a nameplate Nameplate will appear above the mobs head containing name, health, and state.
+--- Nameplate Scale (size) and Opacity can be changed from the Config.
+--Righ clicking toggles between the 4 states: Wander, Sit, Follow, and Attack. Entities only follow owner if in Follow mode.
+ Refactors Mob Declarations and Mob Config. Mob Options moved into Individual Mob Sub-Categories. More options are now exposed.
+ 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.

Minor Features:
+ Compatable with Future ExtrabiomesXL API Changes
+ 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.
+ Mob Reporting Spawns in the Log are now a Toggleable Option per mob (disabled by default)
+ Fixed a bug with the distance check for structures were not being calculated correctly

Fixes:
+ All Creatures should now drop experience.
+ Spawn Rates adjusted across the Board. For the most part this places my mobs on equal footing with vanilla mobs.
+ Recipe for ironScaleArmorBoots should now yield Iron and not Gold
+ Horse Jerkiness Reduced/Gone, accelerates akin to Vanilla Pig Riding
+ Tombstones should no longer count as wood and are now not burnable as fuel
+ Fix issue that when Tombstone is Placed Text sometimes disappears
+ Fixed issue where disabling Aloe Vera Seeds tried to Access Aloe Vera Block if it was disabled.
+ Cleaned up Aloe Vera Declaration, now used proper forge method for custom ItemBlock

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Project Zulu v0.5.3 Released


Download here. 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.



Centipede

Health / Armour: 30 / 2
Attack Strength: 4 / 5 / 6
Move Speed: 0.3 / 0.65 (x2)
Breeding Item: N/A

Drops: Meat Scraps
Description: Hostile. Collision-Attack Mob. Peaceful during day, hostile at night.
Spawns only at night.
Vanilla Spawns: Plains, ExtremeHills, Forest + Hills, Taiga, Swampland
ExtrabiomesXL: Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands


Universal Flower Pot

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. 



Detailed Changelog 5.3
Major Features:
+ Centipede Mob, Health 30/2,  0.3/0.65(x2), Hostile at night
+ 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.

Minor Additions:
+ Added Random Horse Spawn with serpeate Config Controls.
+ Distance Check for Structures, note that this adds a spacing between locations where structure spawning locations are possible. Spawn chances should be adjusted accordingly
+ Horses can now be manually triggered to jump by pressing the space key

Fixes:
+ Mummy is now Considered Undead, not a Spider
+ Added Haunted Armor Spawn Control to Config
+ Fixed a bug where Spike were not being placed with the appropriate MetaData
+ Minotaur and Haunted Armour now have appropriately colored spawn eggs.
+ Tweaked shouldAttackForFavorite for applicable Entities
- Doubled Time on average it should take for Creature to become hositle if holding favorite 
- Will only trigger if not inLoveMode
+ 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.
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