
Features request
Mozork01 opened this issue ยท 17 comments
Hello,
I would like you to add these features along with a setting to enable/disable them. Preferably, they should be disabled by default, regardless of the world's difficulty.
- Zombies can break wooden doors (any type of wood).
- Zombies can break iron doors. (I think it's important to have this option separate from wooden doors. It would encourage players to innovate their entrances and use redstone).
- Zombies can shatter glass and glass panes regardless of difficulty (my favorite).
- Add a new type of zombie that screams to call nearby zombies, increasing the size of the horde.
Thanks for the ideas. The idea with breaking glass is already on my todo list. :)
Breaking wooden doors should already work. I will check...
I haven't checked if breaking wooden doors is functional or not.
I'm eagerly waiting for the glass to shatter!
If you manage to do it, also add an option to prevent the reinforced glass from the Security Craft mod from being broken.
Hi,
I think it would be a good idea to let the mobs in the wave always know where the player is. I know this works with mobs from the mod itself, but if you add other mobs from another mod, they lose a player and just stand there.
I also haven't found a command for summoning a wave or anything like that anywhere.
Correct me if I wrote something wrong.
I started releasing 1.1.0 today
- I added a /undeadnights command (e.g. to spawn hordes)
- when adding mobs from other mods, the FOLLOW_RANGE for those mobs will be extended to 128
I haven't tested it yet, but the idea is excellent. Perfect for a scripted adventure map.
Hi! Congrats for the wonderful mod!
I'd like to suggest that the config file with the variant 2 could have the "spawnChance" attribute also, because when I add a lot of mobs, even with the countmin = 0, it's still a high chance that some will spawn leading to bigger than intended hordes.
I think that it should have a certain scaling from hordes from first days to later ones, or maybe reverse scaling in the days until the next wave.
Edit: Ah, I forget to say also another suggestion is to use the extraSpawnInfo to be able to spawn mobs hiding another mobs, like skeleton-horses with skeletons.
Thanks for the mod!
Thanks for the mod!
Glad you like it :)
e.g. like this?
- you have a range like 0-8 (and 6 is rolled)
- you have a chance of 35%
so there is only a 35% chance for the 6 mobs to actually spawn?
@SirMortanius this chance would affect all the mobs for one entry:
e.g.
{
"mobId": "undeadnights:elite_zombie",
"spawnChance": "10",
"countMin": "5",
"countMax": "7",
"extraSpawnInfo": "none"
}
if the chance of 10% is not met, no Elite Zombies would spawn at all.
Is that the way you meant it? Or for each possible Elite Zombie?
I decided to use the chance per spawned Entity (and not per whole entry in the config)
Hello.
Iโm French, so Iโve been translating everything into my language since the beginning of the conversation.
Since many topics have been discussed since my initial suggestion, Iโm a bit lost.
Have breakable glass panes been added?
I'm currently working on a new major release of the mod, which will include breaking of blocks in Tiers:
Tier 1 - Blocks like glass and dirt can be broken by the horde zombies
Tier 2 - Blocks like cobblestone can be broken
Tier 3 - Blocks like iron bars and iron doors can be broken
Blocks from the mod Security Craft can not be broken by the horde zombies
Breaking of Wooden Doors is already working :)
yes, you can enable/disable the breaking of blocks and set the tier 1-3 in the config file
I just released 1.2.0-beta1 for Forge 1.20.1.
- horde config variant 2 can now have several hordes (Please check: https://github.com/MC-Mods-Pete/UndeadNights/wiki)
- horde zombies can break blocks (disabled per default), there are 3 block breaking tiers:
1 - glass and dirt
2 - stone etc.
3 - iron bars and doors - demolition zombies will now throw the tnt
- updated/added commands (e.g. enable/disable block breaking, set default horde...)
releases for other versions will follow soon