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
Read more ...

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

Read more ...

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.
Read more ...

Project Zulu v0.5.2 for MC 1.4.5 Released

Download here. Mostly fixes and tweaks. Major change is the config. Blocks are now toggleable, just set the blockID to 0 in the config. Default IDs assigned have changed, Blocks start at 1200, Items start at 9000.

The Config itself has changed. Backup your world and save the config. You'll need to manually transfer over the block/item ids to the appropriate blocks/items. If you load up your world without changing the IDs any blocks/items in the world will be erased. 

New Mob:


Haunted Armor

Health / Armour: 25 / Based on Iron/Gold Armor
Attack Strength: Based on Iron/Gold Sword
Move Speed: 0.25 / 0.5
Breeding Item: N/A
Drops: Iron /Gold Weapons. 1/4 Chance of Armored Zombie dropping equivalent.

Description: Hostile. Collision-Attack Mob.
Only Spawns in Labyrinth and Cemetary Structure .





Detailed Change log for  0.5.2
Make backup of world before upgrading. Config has changed, if Config values are wrong those blocks will be set to Air.

Major Changes:
+ Config names and default values have been changed.  Blocks >~1200 / Items >~9000.
+ Blocks are Now Disableable. To disable set the blockID in the config to 0.
+ Using recently added Vanilla OreDictionary recipies for wood. Let me know if anything is missing.
+ Haunted armor mob added
+ Haunted Armor will now spawn in Cemetary and Labyrinth Structures
+ Added Item to Place Various Structures to creative inventory. Will place structure upon released-right click.
+ Fur Pelt can be crafted into Leather + Raw Fiber (New Item)
+ 4 Raw Fiber (Shapeless) can be crafted into 1 String

Minor Changes:
+ Fixed Creeper Blossom being invisible when exploding
+ Reduced call for help distance
+ All Blocks have been added to a Custom Creative Tab
+ Cemetary / Labyrinth palcement has been improved
 -Check changed from Cross to X
 -Upperlimit on terrain deviation was added
+ Cemetary will not generate in deserts. In other biomes locations it will not replace snow, trees, and leaves.
+ Chest texture will now look like chest in current texture pack
+ Mimic will no longer drop fur
+ Minotaur will now drop 7 exp on death
+ Sandworm will now only spawn at night
+ Vultures will now lose aggro when they lose LOS
+ Vultures will now only attack a player with less than 15 health, irrelevant to how many vultures are nearby
+ Frogs are now always passive and will never attack.
+ Fixed Sword Coconut Bug: Swords will now be damaged, and damaged swords can be used.
+ Tombstones will only be editable (after initial placement) if a pickaxe is in hand
+ When Riding horses into water, they will now swim instead of sinking.

Read more ...

Project Zulu v0.4.5 for MC 1.4.2 Released

The next update is upon some of us. This is the update for users 'stuck' on 1.4.2, I'll be porting the 1.4.4/1.4.5 version tommorow. In the future, 1.4.5 will be my primary development version. I will continue supporting 1.4.2 based on demand.

You can find it over here.

Big Features: 

Minotaur

Health / Armour: 30 / 6
Attack Strength: 3 / 4 / 6
Move Speed: 0.5 / 1.0
Breeding Item: N/A
Drops: Fur, Meat Scraps

Description: Hostile. Collision-Attack Mob. Periodically will charge which increases its speed.

Only Spawns in Labyrinth structure.








Tombstone

The Tombstone is a sign-like block. Placing the tombstone opens a GUI to edit the text. The text can be edited after placing by right clicking on the block. On player death, a Tombstone will be placed at the location the player died if it is an air block with the death message of the player written on it. This feature is toggleable in the Config File.


Cemetary


The Cemetary is a primarily decorative structure that spawns on the surface of the world. It can on occasion spawn with a chest. Its primary utility is that it spawns with a large number of Tombstones, which are not craftable.

Labyrinth
This spawns underground (entrance is flush-ish with surface)
The Labyrinth is a single layer dungeon which contains Minotaur monster spawners. Like Pyramids chests randomly spawn and may be mimics. Certain wall segments may contain hidden chests and monster spawners.

Smaller Features:
+Pyramid, Cemetary, and Labryinth spawn rates can be adjusted in the Config. Larger number is more rare. Do not set at or below zero (use the Spawn option instead to turn it off).
+ The Render ID of blocks will now show up in the Forge Log.
+Render ID can be manually triggered in the Config. -1 Will grab an ID as normal, setting to some other value will override with value provided.
+Eagles and Pelicans will now fly higher




Read more ...

Project Zulu now on MC 1.4.4

Not much to say. Official support for 1.4.4 is added with PZv0.5.0.

By request, for the next few weeks / versions support will continue for 1.4.2.

Mods Updated: Project Zulu, Armor Bar, Buff Bar, Snow Mod
Read more ...

Project Zulu v0.4.4 Released


Project Zulu has now graduated to v 0.4.4, you can find it over here.

Changlog:
+Added Mob: Horse
+Added Mechanic: Riding. No item means stop. Stick acts like carrot on stick to pigs. Holding any other item will cause mount to continue moving in previous direction.

+Added Mob: Eagle
+Added Mob: Rhinoceros Hornbill
+Added Mob: Pelican

+Crocodiles now Spawn in Rives.
+Gorilla now spawn in Extrabiomes Mini Jungle + Extreme Jungle
+Mammoth Should not be able to be heard from mars
+Animals in love mode should now appropriately move toward eachother

+Merged Flight with Ground Mob AI. Allows for mobs to be able to switch between the two types: See Pelican.

Riding!



Horses

Health / Armour: 12 / 4
Attack Strength: 3 / 4 / 5
Move Speed: 0.5 (Up to 5.0m/s when riding)
Breeding Item(s): Red Apple, Carrots
Drops: Leather, Beef

Description: Collision-Attack Mob. Passive. Right-Click with saddle to make mountable.
Controls: When mounted, the horse will move/turn toward the direction of the player when they have a stick in their hand. If they have no item, they will stop. If the player has an item in their hand (i.e. a bow) the horse will continue to move in whatever direction it was moving while the player is free to turn and, for example, shoot a bow at targets behind them.

More Birds!




Eagle
Health / Armour: 20 / 0
Attack Strength: 3 / 4 / 6
Move Speed: 0.3
Breeding Item: N/A
Drops: Feather, Chicken
Description: Collision-Attack Mob. Passive.
Vanilla Biomes: Extreme Hills + Edge




Rhinoceros Hornbill
Health / Armour: 20 / 0
Attack Strength: 3 / 4 / 6
Move Speed: 0.3
Breeding Item: N/A
Drops: Feather, Chicken
Description: Collision-Attack Mob. Passive.
Vanilla Biomes: Jungle + Hills
ExtraBiomesXL: Mini + Extreme Jungle




Pelican
Health / Armour: 20 / 0
Attack Strength: 3 / 4 / 6
Move Speed: 0.3
Breeding Item: N/A
Drops: Feather, Chicken
Description: Collision-Attack Mob. Passive. Transitions between a land-based walking mob to a flying mob.
Vanilla Biomes: River,Beach
Read more ...

Project Zulu v0.4.3 Released


Project Zulu has now graduated to v 0.4.3, you can find it over here.

New additions!


Mob Heads
Ever wanted to decorate your cabin and show off what a badass hunter you are? Now you can. Mob heads drop as a rare drop from their respective animals. They function near identical to vanilla skulls: placeable on top and side of blocks can be rotated 12 different angles. The exception, however, is that they cannot be worn on your head.




Elephant
Health / Armour: 30 / 6
Attack Strength: 6 / 8 / 9
Move Speed: 0.5
Breeding Item: Leaves
Drops: Scrap Meat, Tusks, Head (Rare)

Description: Collision-Attack Monster. Passive. Large size makes him immune to knock backs.
Vanilla Biomes: Plains
ExtraBiomesXL: Savanna


Smaller Tweaks:
+Finch and Vulture flight AI have improved. Should no longer get stuck in blocks.
+Finch now spawn in additional Vanilla Biomes: Forest + Hills
+Finch now spawn in additional ExtraBiomes: Autumn Woods, Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands
+Finch will now randomly land/takeoff on the ground.
+Finch will not despawn.


Read more ...

Project Zulu v0.3.5 Released

Project Zulu has now graduated to v 0.3.5, you can find it over here.

New additions!


Campfire!
Campfires can be placed on the ground. Emit light level 15. Once crafted, clicking on a unlit camp fire with coal will cause it to ignite. Similarly, clicking on a lit camp fire with water will cause the fire to go out.

The wooden campfire will spread fire in any direction except downwards while the stone Campfire will only spread upwards. 
Note that any type of log is use-able, even the ExtraBiomes Ones, though they all must be of the same type. Red Cobblestone can also be substituted for regular cobblestone.


Gorilla
Health / Armour: 20 / 3
Attack Strength: 5 / 6 / 7
Move Speed: 0.5
Breeding Item: Spider Eye, Tall Grass
Drops: Fur, Scrap Meat

Description: Collision-Attack Mob. Hostile when attacked.
Vanilla Biomes: Jungle + Hills




Giraffe
Health / Armour: 20 / 3
Attack Strength: 5 / 6 / 7
Move Speed: 0.5
Breeding Item: Tall Grass
Drops: Scrap Meat

Description: Collision-Attack Mob. Hostile when attacked.
Vanilla Biomes: Plains
ExtraBiomesXL: Savanna

Read more ...

Project Zulu v0.3.3 Released

Project Zulu has now graduated to v 0.3.3, you can find it over here.

First, Spikes. 3 Tusks form 1 Spike. Tusks drop from Mammoths, Rhinos, and Boars.  Spikes can be placed on most blocks and will auto adjust orientation and style if placed on the side or bottom of blocks. When placed on wooden and nether fences they form small pikes that give the look of a palisade. On Iron Fences the spikes form a continuous strip in what reminds me of police spike strips.


They can be clicked on with a slime ball or poison droplet (which now will eventually drop from lizards) the spike will become a Sticky or Poisoned Spike respectively. Stick Spikes, in addition to doing damage, will also slow the entity that collides with them. Poison behaves the same except it obviously applies a poison effect instead. At the moment they do 2 damage when any entity comes in contact to them.



Second, Breeding.

The following animals can be bread with the appropriate item:
Bear -Fish
Penguin - Fish
Armadillo - Spider Eye
Boar - Apple
Crocodile - Raw Chicken
Fox - Egg
Frog - Spider Eye
Ostrich - Seeds
Mammoth - Leaves
Rhino - Grass
Rabbit - Red Apple
Breeding essentially works the same as vanilla. Right click to enter love mode. If the animal is hostile, instead of entering love mode it'll reduce the animals anger to zero and it will stop attacking you. In addition, crocodiles and bear may become hostile if you are holding their favourite food.

Third, New Mobs: Finches (Red, Green, and Blue) and Bunnies.


There are some minor tweaks as well. Most animals now drop scrap meat. Flying AI was slightly tweaked and should be more stable. Frog and Boar health and armor were rebalanced.
Read more ...

Progress Update: Spikes Unveiled

I've decided what the tusks are going to be used for: Spikes. They can be placed the top,bottom, or side of most blocks, including pistons. Even cooler is when they are placed on fences. When placed on wooden and nether fences they form small pikes that give the look of a palisade. On Iron Fences, due to their continuous surface, the spikes form a continuous strip in what reminds me of police spike strips.

At the moment they do 2 damage when any entity comes in contact to them. If they are clicked on with a slime ball or poison droplet (which now drops from lizards) the spike will become a Sticky or Poisoned Spike respectively. Stick Spikes, in addition to doing damage, will also slow the entity that collides with them. Poison behaves the same except it obviously applies a poison effect instead.

This video quickly shows off everything I'm describing.
Read more ...

Project Zulu v0.3.2 Released.


Project Zulu has now graduated to v 0.3.2, you can find it over here.

First, I've updated the forge config files with the new forge config commands (the old ones were depreciated). This means you are now required to use the more recent builds of forge (build 305+ if I'm not mistaken).

Second, this mod is now compatible with the updated ExtraBiomesXL (3.1+).

And bug fix: Armors should now render properly if other armor mods are installed.

And More mobs, cause I know you guys love those: Ostrich and Rhino!



Read more ...

Project Zulu v0.3.1 Released

Project Zulu has now graduated to v 0.3.1, you can find it over here.

This update is pretty much just several new mobs: Crocodile, Beaver, Frogs, Penguins, and Bears (Black, brown, and polar). I also fixed the bug that caused the Night bloom to stay open after the first night. Enjoy!













Read more ...

Project Zulu v0.3.0 Released

Project Zulu has now graduated to v 0.3.0, you can find it over here.

This update took a little longer than expected. This was due to me switching focus midway through its creation form creating some mob creatures to creating a bad-ass pyramid. It spawns in Deserts (not desert hills).



I've also added ExtraBiome support: mobs will naturally spawn in appropriate biomes if extra biomes is installed. Huzzah!

Couple smaller changes as well. Pharaoh boss is now considered undead. Mimics do not aggro nearby mimics when attacked and their mouth animation opens wider.

For those wanting just a mobs package, I've broken everything out into 4 packages: Core, Blocks, Mobs, and World. This is essentially experimental at this point, let me know if anything doesn't work. Everything requires the 'Core' package, but is otherwise independent, with obvious limitations: for the mobs to drop items in Block, both the mob and Block package be installed.
Read more ...

First Wonder: Pyramid Dungeon

Last couple days I've been buckling down and working on that pyramid wonder I promised to make a while ago. It's 25 blocks tall and has 4 'layers' which each consist of a randomly generated maze (so each time should be a unique experience). The structure naturally comes with plenty of dungeon chests (along with some sneaky mimics) and plenty of Mummy mob spawners.

But, as always, pictures are worth more than words.





Read more ...

Generic Update: Extra Biomes Support, Separate Package For Mobs



Good news for people who just wanted the mobs, I've managed to seperate out all the different pieces of the mod into 4 packages: Core, Blocks, Mobs, and World. The latter 3 all require the 'core' package, but are otherwise independent. If Features overlap, they will only operate if all required packages are loaded. i.e. Oasis spawn requrires Palm Tree Block Blocks, so It'll only generate Oasis if the Block Package is loaded. The Blocks package will, obviously, contain all Blocks, Items and Armor and the Mobs package will contain all the mobs. The World Package will contain all structures (i.e. Oasis), surface generation(i.e. Night loom Gen), and mechanics(Exhaustion, Freezing).

I've figured out how to add Extra Biome Mob spawns. It'll automatically add mob spawns to the appropriate biomes if you have the Extra Biomes installed and the Mob Package.

Extra Biome Mob Spawning Breakdown:
Armadillo
-Mountain Desert
-Savanna
-Mountain Ridgee

SandWorm
-Mountain Desert

Lizard
-Savanna
-Mountain Desert

Vulture
-Savvana
-Mountain Desert
-Wasteland
-Mountain Ridge

TreeEnt
-Alpine
-Mountain Taiga
-Snow Forest
-Snow Rain Forest

Mammoth
-Tundra
-Ice Wasteland
-Glacier

Fox
-Alpine
-Autumn Woods
-Birch Forest
-Forested Island
-Forested Hills
-Green Hills
-Mountain Taiga
-Pine Forest
-Rain Forest
-Redwood Forest
-Redwood Lush
-Snow Forest
-Snow Rain Forest
-Temporate Rain Forest
-Woodlands

Boar
-Alpine
-Mountain Taiga
-Snow Rain Forest


Read more ...

Armor Bar Mod v0.3.0


Armor Bar Mod
Download: See Download Page

A ton of ways to customize each displayed item were added via the config. It can show a graphical bar or a counter to represent amount or durability of the tracked item.

It now also displays the number of arrows in the players inventory and up to 3 additional items (turned off by default, add desired itemID to track to config) in two different formats. Format 1 is counting the number of that item in the inventory and format 2 is displaying the damage/health left of the first item of that type in the inventory.

Config Breakdown for Generic Item (Same Rules apply for fixed Items, though they won't have as many options):

displayGenericItem1 : Sets whether this item is displayed
genericItem1ShiftedID : The shifted ID of the item to be displayed
trackingTypeGenericItem1 : Tracking Type, 0 is for counting, 1 is for damage
horizontalOffsetFromMiddleGenericItem1 : Offset of Diplay from center of screen
verticalOffsetFromBottomGenericItem1 : Offset of Diplay from bottom of screen
displayStyleGenericItem1 : 0 is to diplay colored bar, 1 is for counter , 2 is for both
fontColorGenericItem1 : color of counter string
horizontalStringOffsetGenericItem1 : Offset of Counter String, Horizontal
verticalStringOffsetGenericItem1 : Offset of Counter String, Vertical
maxOfGenericItem1 : Number used for colored bar for reference, anything more than this will show as full bar
Read more ...

Snow Mod v0.3.0 Released


Snow Mod v0.3.0 released, See Download Page to get it now.

This mod adds a custom snow block that, when snowing, will grow. On new World/chunk generation it replaces all vanilla snow with the exception of on leaves and wood with the new snow.



Warning: This mod is resource intensive. There are config options to control height of snow and update/growth rate. The only way to remove the snow is with a program like MCEdit.



Read more ...

Project Zulu v0.2.8 Released

Project Zulu has now graduated to v 0.2.8, you can find it over here.

A lot of under the hood changes in this update. TreeEnt  and Mammoth AI have been redone. These changes will form the template of future Mob AI's I employ. A lot of changes were done to the vulture entity as well in hopes of eliminating the invisible vulture problem. The only real overt change is that their attack range has been reduce.

3 new mobs are introduced as well: The Mimic, Fox, and Boar. The Fox and Boar are passive collision attack mods that have 15 and 20 health respectively. They both have a chance to drop regular fur or beef. The Fox spawns in the Taiga, Taiga Hills, Forest, and Forest hills Biomes. The Boar, however, only spawns in the Taiga and Taiga Hills Biomes.

The mimic is a more interesting mob. When dormant, it looks exactly like a regular chest. Attacking it or right-clicking will cause it to become aggressive. This currently doesn't spawn naturally.

A ton of config options to control what spawns and at what rate have also been added.


Read more ...

Elephant Stampeded and More Models

Lots of things being worked on since the last update. Possibly to many things at once. While I was working on models yesterday I got a little carried away. Note they are various stages of completion and are demonstrated from techne where I can't rotate pieces.


For the mimic chest I'm going with a FF style where the legs pop out. The legs have two parts that will be at angles like spider legs (again limitations of techne prevent rotation). I might end making them more like a slime if that doesn't work out.

I've also been working on Mammoth and TreeEnt animations. Mammoth is probably as close to done as its gonna get for a little while. Though I do want to improve its sound offerings. The TreeEnt animation got angry at me, so thats not even close to done.

As a proof of concept I've added stampeding to the elephants. Whenever a creature explodes nearby the herd of mammoths will run away.


It's currently kinda buggy, they'll only run a short distance and usually only react to the first creeper. There are things I can do to improve this, but there are more important problems like invisible vultures. Which is what I'm spending today working on. I might do a hotfix early tonight without any of these features and include vulture fixes plus the ability to turn them off.

Read more ...

Project Zulu v0.2.7 Released

Project Zulu version 0.2.7 has been released, you can download it here.

Major Additions


Mammoth
Health: 30
Armor: 6
Collision-Attack mob. Passive.




Fur Armor
Crafted using fur which drops from Mammoths. Increases speed when worn in a snow enabled Biome by 5% per piece. Also, walking on snow reduces movement speed by 10%. When it is snowing, it is reduced by an additional 10%  (and exposed to sky).


Detailed Change log:

  • Added Mammoths
  • Added Fur and Fur armor
  • Added Creeper Blossoms, rare spawn in forests. Walking over them causes them to explode. Sneaking will not cause an explosion. Current bug: once trigger, they become invisible.
  • Performed a fix which may remove the Oasis invisible cactus bug. Will only apply to newly generated chunks.
  • Armadillos are now passive and function like pigmens in that attacking one will aggro those nearby.
  • A bug where Lizards would occasional shoot twice has been solved
  • Oasis were made more rare, will only apply to newly generated chunks
  • Water in deserts was made more rare



Read more ...

Generic Update: Desert Gen Tweaks

Went and did a bunch of changes to the desert that I've been putting off. I think I solved the invisible cactus problem. But I've always had trouble finding them. Made armadillos passive. They act like zombie pigmen, aggro all nearby armadillos if damaged.

Went and added additional checks to SoundEvent which hopefully will prevent future nullpointerexceptions when upgrading.

Tweaked desert generation. Reduced the water that spawns and made Oasis more rare.


Current:
Water Fix:
Water and Oasis Fix:

Read more ...

Project Zulu Monsters


Monsters


HauntedArmor
Health
Armor
Strength
Speed
25
Gold / Iron Suit
Gold / Iron 
0.25

Drops: Ectoplasm(4)
Drops (Equip): Iron /Gold Weapons. 1/4 Chance of Armored Zombie dropping equivalent.
Spawn: Graveyard, Labyrinth
Description: Collision-Attack Mob. Hostile. Awaken upon approach.



Minotaur
Health
Armor
Strength
Speed
30
6
3/4/6 
0.5
Drops: Fur Pelt(8), Large Heart(4), Ectoplasm(4)
Spawn: Labyrinth
Description: Collision-Attack Mob. Hostile. Periodically will charge which increases its speed.



Mimic
Health
Armor
Strength
Speed
20
6
3/4/6 
0.5
Spawn: Pyramid, Labyrinth
Drops: Ectoplasm(4)
Description: Stays Idle Until attacked or right-clicked, then springs into attack mode. Generated on certain structures.


Centipede
Health
Armor
Strength
Speed
30
2
4/5/6
0.3
Drops: Scrap Meat(15), Antennae(2)
Vanilla Biomes: Plains, ExtremeHills, Forest + Hills, Taiga, Swampland
Extra-Biomes: Birch Forest, Forested Hills, Forested Island, Green Hills, Redwood Forest, Lush Redwoods, Temperate Rainforest, Woodlands
Description: Collision-Attack Mob. Spawns only at night. Peaceful during day, hostile at night.


Lizard
Health
Armor
Strength
Speed
20
3
Poison(4s)+Slow(10s)
0.3


Drops: Scale(10), Scrap Meat(10), Poison Droplet(4), Small Heart(4)
Vanilla Biomes: Desert + Hills
Extra-Biomes: N/A
Description: Ranged-Attack Mob. Attack will Poison and Slow on collide, can be deflected. Spawns only at night. Peaceful during day, hostile at night.



Mummy
Health
Armor
Strength
Speed
16
0
2
0.3
Drops: String
Spawn: Pharoah (Boss Fight), Pyramid
Vanilla Biomes: Desert + Hills
Extra-Biomes: N/ADescription: Collision-Attack Mob. Spawns only at night. Peaceful during day, hostile at night.



Sandworm
Health
Armor
Strength
Speed
20
0
3/4/6
0.22

Drops: Scrap Meat(10), Small Heart(4)
Vanilla Biomes: Desert + Hills
Extra-Biomes: Mountainous DesertDescription: Collision-Attack Mob. Spawns only at night. Passive until approached.



Vulture
Health
Armor
Strength
Speed
14
0
3/4/6
0.22
Drops: RawChicken(10), Talon(4), Feather(8), Small Heart(4)
Vanilla Biomes: Desert + Hills
Extra-Biomes: Mountainous DesertDescription: Collision-Attack Mob. Flying Mob. When near a player, will circle above their head. When players health is low relative to the number of circling vultures they will attack.


Bosses



Pharoah
Health
Armor
Strength
Speed
200
4-8
2
0.35
Drops: Jasper Block, Iron Ingots, Rare: Ankh

Spawn: See Image Below. Place Torches in ankh formation. Then Place Jasper Block: (note that Jasper block can be crafted or found in dungeon chests). Summoning ritual will then begin. Breaking the block at this point will stop the ritual, though sound will still play.
Description: Boss fight has three phases. Initial phase Pharoah will summon allies and collide-attack player. Phase 2 pharoah will attemp to call fireballs down upon player. The final phase includes both at a higher rate.
Abilities:
  • Collistion Attack: Deals damage on collision with player
  • Fireball: Calls fireball down on players head
  • Raise Allys: Summons Mummy from Sand. 
  • Teleport: May teleport to nearby location when damaged.




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