嗯 因为见本站内原帖没有更新 所以就搬过来了
这个Mod可谓是抖M必备 配合Infernal Mobs稀有怪物一起食用口味更佳~
这个Mod的功能就是为怪物加入更高(gao)级(ji)的AI,觉得原版太简单?那就来试试吧 坑死人不偿命
P.S.为什么有人吐槽我帖子只有折叠 = .=)
嘛 看扁平风的东西看多了现在写帖子也全是折叠式样的了 不过内容我还是可以保证的
图片[图片来源于作者]——
介绍——
Coros出品 感谢他们的付出~ Coros的Mod都简直坑爹诸如Weather & Tornadoes(龙卷风mod)和Hostile Worlds(充满敌意的世界)以及Particle Man(粒子先生)等等Mod都出自这个小组 这个Zombie Awareness应该是这个小组最著名的Mod(吧?) 因为它迎合了许多(dou)人(M)的口味[]~( ̄▽ ̄)~* ------------------------------------------------------------------------------------------------------------------------------ 怪物已经能嗅到了玩家流下的血的气味, 甚至能听到玩家活动的声音[需要一定的响度和频率]。 如果怪物感觉到了,怪物们就会来找你~ 挖掘洞穴是个全新的挑战[逼死下矿致富党], 不要在忙着挖掘那些急需的矿物时走到了角落[怪物们会跟着当当当的响声过来的!], 记着要给自己留条后路。 嗅觉意识: ——血的气味会慢慢衰减直到消失,这造成敌人走向气味更强的地方,因为你更有可能在那里嘛。 ——当玩家受伤时,他会在地上留下一♂滩♂血。 ——当玩家的生命值低于60%时,每30秒他就会留下一滩血,所以一定要保持健康。 ——为了使怪物分心,你可以杀死一只动物,死亡的动物留下的血给了你一个好机会获得安全。[→△→这也可以] ——气味的强度&是否使用气味是可定制的,默认强度:离血迹64个方块处为100%。 听觉意识: ——玩家发出的声音,在16方块内的怪物们几乎都会听到[真·逼死挖矿党] ——即使是很远的地方传来的十分频繁的声音,怪物也能听到。所以很多箭落地时或对抗很多怪物时会吸引一大群怪物过来 ——声音的强度&是否使用声音是可定制的,默认强度:离声源64个方块处为100%。 视力提高: ——可自定义视觉意识的有效范围。 ——你可以选择是否能使敌人失去目标,或怪物们绝不会失去目标。 ========================================================================================== 夜间生成:这个Mod强化了夜间怪物生成,特别是地表!作者如此丧病的后果就是怪物们会像洪水一样朝你家涌来哦~[凌晨两点半不回家真的没好事] 集结游荡:怪物们会聚在一起漫无目的(才怪)地游荡[僵尸A:跟着大部队有肉吃 僵尸B:+10086] 加速BUFF:[僵尸C:我有特别的加速技巧~]怪物们能随机地获得一个小型的加速BUFF了 [作者:看你怎么神预判] |
New in v1.9.6 for MC 1.7.10: Changes ------- - Updated CoroUtil to remove console spam and visual glitches New in v1.9.5 for MC 1.7.10: Fixed ----- - crashing on loading for servers - potentially fixed pathfinder failing to get loaded chunks, if not, a fallback approach exists to make it still work. New in v1.9.4 for MC 1.7.2/1.7.10 (not 1.6.4) versions: 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 New in v1.9.3 for MC 1.6.4, 1.7.2 and 1.7.10 versions: 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 in v1.9.2 for 1.7.2/10: - Updated to MC 1.7.2 / 1.7.10, this does not contain the planned replacement of EntityScents to pure data just yet New in v1.9.2: Changes ------- - Updated to latest CoroUtil - Zombie speed buff feature disabled for now until a proper new implementation with attribute system is done New in v1.91: Changes ------- - Updated to maintain compatibility with recent Tropicraft update - CoroAI renamed to CoroUtil New in v1.9: 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 New in v1.85: 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 in 1.8: - New light awareness, will spot exposed light sources near players (configurable) - Adds around 10-20 more zombies to the surface at night (configurable) New in v1.7: - Chance for hostiles to gather around other zombies (1/40) - Chance for hostiles to hear piston noises (1/40) - Wandering hordes is default on for those with no config yet |
[百度云分流][1.1-1.10.2 All in One] 支持作者,请优先使用原链进行下载(已测试 本Mod下载无需翻墙 如果感觉慢请手动科学上网): 原链:1.7.10|1.7.2|1.6.4|1.5.2|1.5.1|1.4.7 ------------------------------------------------------------------------------------------------------------------------ 安装[1.1及以上]: 解压.zip文件后将根目录中的"CoroUtil-1.0.jar"和"ZombieAwareness-X.X.X.jar"文件拖入mods文件夹即可[需要forge API] Add.Zombie Awarenessv1.5 for Minecraft1.2.1版本区分了客户端(Client)和服务端(Server)版本 |
配置文件位于.minecraft\config文件夹中 可自行更改
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2016-11-27 补充1.10.2版本 2016-11-27 补充1.8.9版本 2014-07-27 新增1.7.2版本 2014-10 新增1.7.10版本 2015-01 补全1.1-1.5版本 2015-01 补全1.5-1.7.2版本 2015-02-24 排版优化 修正语病(=. = ) 2015-07-01 修复百度云分流链 2015-07-16 再次重排(这下应该就没语病了)2015-07-16 更新配置文件 |