1.11.16更新日志:(机翻)
- 修复杂散和枯萎骨架不是默认值。
- 减少入侵无所不知的实体触发目标噪声
Changelog:
1.11.16
- Fix stray and wither skeleton not being default on.
- Reduced invasion omniscient entities from triggering targetting noise
1.11.15
- Make entity scents less likely to spawn lots beside eachother
- Reduce the zombie extra night spawning feature from 25 extra for 1 player to 10 extra for 1 player
- Make mob light awareness only work if they see a light brighter than the one theyre standing in
- All features should work for every dimension now, eg player bleeding, wandering hoards, extra spawning, sound sense spawning
- Various performance tweaks
- Cleanup ancient code
- Make player bleeding not happen in creative mode
- Fix waypoints for wandering hoards not being visible in visual debug option, now shows as redstone dust particle
- Made wandering horde waypoints 3x more likely when enabled
- Buttons, levers and pressure plates are now heard by zombies
- Fix stray and witherskeleton not being default enabled in config
New Features:
- Zombies get a slight randomized speed buff (configurable)
- Added option for surface zombie spawn delay
- Ops can change any config ingame with /za command (restores config file setting on restart)
Bug fixes:
- Fixed random blood showing up
- Removed limit on max scents, random chance and max spawn time of 1 minute keeps the total amount of them down.
- Fixed concurrent modification exceptions for good, CoroAI pathfinding uses a maintained world cache now
- Lots of self correcting fixes added to CoroAI PFQueue for better long term dedicated server functionality
New Features:
- A pile of new configurations added, a bit of a mess at the moment, to be resolved once new feature reorganization happens
- Old extra spawning via 'maxZombiesNight' still exists, but 2 new per player only spawning ways exist:
-- Surface spawning: will spawn zombies from nothing randomlyish around you on the topmosts blocks at night (might violate some spawn rules, carefull)
-- Cave spawning: depends on existing zombies, will duplicate a new zombie like the old 'maxZombiesNight' but is for caves, more event based, intelligent cave spawning systems will become preset in Hostile Worlds and this feature will remain random
-- Lots of ways to configure it, see the standard /config command way
-- Also has an option to make them 1 time auto target the player they're spawning near without needing omnipotence on all the time
- Ability to switch to csv list of Entities, as well as a way to switch the list between whitelist and backlist, use the the console debugs to see if your list is properly ticking on the entities you want, /za list helps you see the naming you need to use, this should help enable use of ZA on mod entities more, if they use vanilla path following ways
- New 'per player' based configuring option have been added in an attempt to make it more customizable for servers but requires admin to config:
-- Senses (sound, blood)
-- New extra surface spawning
-- New extra cave spawning
- Client side only configs: render blood, show debug visual of senses in world (shows their strength in size too)
- A bunch of other small improvements I've forgotten
- Future plan
I don't like that I have to adjust the settings of ZA to more intense as I progress in the game, theres a flow issue.....
So I'm going to take my player rating calculating code from Hostile Worlds and add it to ZA to dynamically update the 'difficulty' of ZA around you, and a way to the client player to tell the server they want features on like extra spawning (some really hate that stuff entirely)
Hopefully this will make ZA only a little active when you are just starting out, and as you get awesome armor etc, ZA updates the challenge appropriately in its passive non event based way of doing its stuff
No ETA on when I'll do this, basically when the right kind of motivation hits me
Changes/Fixes:
- Preventing more than 1 sense being spawned in a 1.5 block diameter (should prevent huge counts of senses in modpacks), added config for this
- Reduced random positioning for sound senses from 10 to 1, added config for this
- Changed hitbox size of senses from 0.1 to 0 and fixed scents not rendering when size was 0 (should prevent thaumcraft entity viewer from showing senses)
- made player health bleed use % of max health instead of static value
New:
- Documented all configurations in the cfg files to better explain what they do
- Extra random surface spawning and duplicating cave spawning is active for all players unless whiteListUsedExtraSpawning is set to true (default global max active zombies is 50)
- Turned off MC feature: spawning of child zombies, added config to adjust rate (MC default is 0.05)
- Turned off MC feature: summon help on hit for zombies, added config to adjust rate (MC default is 0.1)
- Config to change AI enhance blacklist into a whitelist for easier customization
Fixes:
-extra random spawning respects the configured min and max extra spawning ranges
- Updated to MC 1.8.9
- Switched from using threaded pathfinder for long distance paths to a piece by piece short pathfinding that is not threaded and occurs on main server thread, will revert if I recieve reports of tps issues due to this change.
Known issues
- Blood not rendering for now
- Fixed a bug where senses were still spawning for block mining despite setting sound senses to false
- Extra spawning system improved greatly, helps make sure caves are populated (default off)
-- Ability to spawn extra mobs up to a certain amount, define different limits for surface and caves
-- 3 spawn mode types: zombies only, built in mc spawn list (supports mods), custom spawn list (supports mods)
--- for custom spawn list, use "/coroutil list" (with latest coroutil) to list out full names of mobs, use that in custom spawn list
-- use "/za get counts" to see current amount spawned on surface and caves
-- Custom spawn list works well for modded mobs, eg: A world of just mutant zombies
- Adjusted a lot of config values to reflect if they are used for surface spawning, or cave spawning
- Lots of small bugs relating to positioning fixed
- Heavily tested in a large modpack setup
- Spawns senses for a lot more sounds, louder noises like explosions and noteblocks attract mobs more
- New sound queues to let you know mobs are coming to find you, also for when they targetted you
- Extra config option for a more "fun" kind of target alert noise
- Both smell and sound senses can be buffed and reset for decay if more happens at that same area, also prevents "entity sense spawn spam" that might have been a problem in the past
- Fixed blood rendering to look the way it should have from the start
- Client side configs for debug options for rendering a visual of sound senses
- Configs for sound levels of sound queues, currently a server wide setting only for now
- Refactored a lot of the code to work more consistently and cleanly
- Underped version number (for some reason it went from 1.10 to 1.20 before)
- Bugfix for reloading world causing high server cpu / crash: https://github.com/Corosauce/ZombieAwareness/issues/10
- Bugfix for https://github.com/Corosauce/ZombieAwareness/issues/11
- Updated to comply to latest CoroUtil changes
- Now gives a proper "Missing CoroUtil" message if you try to run it without CoroUtil