Finite8's Modding Adventures
Posted: Wed Apr 10, 2013 7:54 pm
So, i've still been playing a lot on my vanilla server and i have reached that point where very few things are a challenge. I recently went into the nether to hunt for some wither skulls and the little jumps of fear made me realise that the overworld is really boring. Sure, there are creepers there, but they really aren't that scary if you pay attention.
Then i remembered the ender man. I remembered that feeling of fear i got from them with they were first released back in beta. There was so much potential there, but it was all wasted. They seem to have potential to be smarter than the average mob, but why aren't they. Then it hit me.
I can't convince my friends to use BTW, so isntead I am having a play around with the enderman AI with the goal of implementing more interesting behaviour without the clients being involved. As far as i can tell, as long as i focus entirely on only modifying behaviour and not add new features, there is no reason i cant just implement this in the server in a way that doesn't need a client mod. I am borrowing some ideas inspired by FC, but my premise is:
- Enderman are a bit loopy from their transition into the overworld.
- When holding something, there is a chance they inadvertently turn it into end stone.
- This makes them go crazy and attack anything that isn't their own species (i quite enjoyed seeing an ender man chase down a bat or duel a skeleton)
- As more and more endstone is placed, they start to gain more of their sentience. The end is not safe for them (not with that horrible enderdragon ruling them), so the Overworld is the perfect place to make a new home.
I was surprised to see that EntityEnderman doesn't use the new AI logic, but that way of working is messy enough as it is. Thankfully, the "EntityNavigate" and "MoveHelper" classes are really well done and works a treat (pretty much nails all of the hard work i did with my Golems idea and pathfinding a while back) and blends almost perfectly with the endermen. There are a few movement glitches which i think is due to the hitboxes not configured for the "EntityNavigate" class which i will look in to, but already they are becoming a bit more "Genetic" in their behaviour. I added a small non-block destroying explosion when they did the conversion which funnily enough is not appreciated by other endermen nearby. Seeing the endermen fight it out is interesting too.
Anyway, just thought I'd share and thank FC for inspiring the idea.
Then i remembered the ender man. I remembered that feeling of fear i got from them with they were first released back in beta. There was so much potential there, but it was all wasted. They seem to have potential to be smarter than the average mob, but why aren't they. Then it hit me.
I can't convince my friends to use BTW, so isntead I am having a play around with the enderman AI with the goal of implementing more interesting behaviour without the clients being involved. As far as i can tell, as long as i focus entirely on only modifying behaviour and not add new features, there is no reason i cant just implement this in the server in a way that doesn't need a client mod. I am borrowing some ideas inspired by FC, but my premise is:
- Enderman are a bit loopy from their transition into the overworld.
- When holding something, there is a chance they inadvertently turn it into end stone.
- This makes them go crazy and attack anything that isn't their own species (i quite enjoyed seeing an ender man chase down a bat or duel a skeleton)
- As more and more endstone is placed, they start to gain more of their sentience. The end is not safe for them (not with that horrible enderdragon ruling them), so the Overworld is the perfect place to make a new home.
I was surprised to see that EntityEnderman doesn't use the new AI logic, but that way of working is messy enough as it is. Thankfully, the "EntityNavigate" and "MoveHelper" classes are really well done and works a treat (pretty much nails all of the hard work i did with my Golems idea and pathfinding a while back) and blends almost perfectly with the endermen. There are a few movement glitches which i think is due to the hitboxes not configured for the "EntityNavigate" class which i will look in to, but already they are becoming a bit more "Genetic" in their behaviour. I added a small non-block destroying explosion when they did the conversion which funnily enough is not appreciated by other endermen nearby. Seeing the endermen fight it out is interesting too.
Anyway, just thought I'd share and thank FC for inspiring the idea.