[Mod] Alive AI V26.32 [aliveai]
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Re: [Mod] Alive AI V13nu [aliveai]
Almost all the sounds in this mod are very loud. i.e. the stun gun zap.
Changing the subject, I found a bug in the aliveai mod where a builder bot would move half of the construction location to another place.
Screenshots for demonstration.
Changing the subject, I found a bug in the aliveai mod where a builder bot would move half of the construction location to another place.
Screenshots for demonstration.
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Re: [Mod] Alive AI V13nu [aliveai]
that is called modern art. BTW, sand shouldn't fly like that.
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Re: [Mod] Alive AI V13nu [aliveai]
Sand flies in modern art because physics make no sense when in this side of the spectrum of art. :)
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Re: [Mod] Alive AI V13nu [aliveai]
if you want :D
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Re: [Mod] Alive AI V13nu [aliveai]
Nice mod, but could I order them to do various task for me via right click menu? (inspired by this http://www.minecraftforum.net/forums/ma ... rty-series)?
* Chop tree(s)
* Collect items on the ground
* Place torches in dark spots
* Dig a NxN tunnel and collect all ores
* Collect ores and place in chest
* Smelt ores
* Dig a shaft to certain level placing ladders along the way
* Build a house
* Build a platform
* Flatten an area
* Harvest (and replant) crops
* Remove liquids in area
* Place liquids in area
You need to provide a chest(s) with/for materials for them, or drop stuff to them (to replenish resources).
* Chop tree(s)
* Collect items on the ground
* Place torches in dark spots
* Dig a NxN tunnel and collect all ores
* Collect ores and place in chest
* Smelt ores
* Dig a shaft to certain level placing ladders along the way
* Build a house
* Build a platform
* Flatten an area
* Harvest (and replant) crops
* Remove liquids in area
* Place liquids in area
You need to provide a chest(s) with/for materials for them, or drop stuff to them (to replenish resources).
Re: [Mod] Alive AI V13nu [aliveai]
Thank you for your warning, maybe sounds need some normalisation?roboto wrote:ALERT ALL HEADPHONE/BASS USERS!!!!!!
NEVER EVER USE THIS MOD UNLESS YOU WANT TO SUFFER HEARING LOSS!!!!!
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Re: [Mod] Alive AI V13nu [aliveai]
Probably. I've observed them some time in the game and I doubt they'd follow any orders for a long time. As their creator already stated: They're lazy :-) Expect some poor attempts at work and then them going on strike, complaining in chat and asking you to do the work for them :-)Fixerol wrote: Nice mod, but could I order them to do various task for me via right click menu? (inspired by this http://www.minecraftforum.net/forums/ma ... rty-series)?
A list of my mods can be found here.
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Re: [Mod] Alive AI V13nu [aliveai]
Unless some non-lazy person forks this mod. :-)
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Re: [Mod] Alive AI V13nu [aliveai]
Indeed it does.Fixerol wrote:Thank you for your warning, maybe sounds need some normalisation?roboto wrote:ALERT ALL HEADPHONE/BASS USERS!!!!!!
NEVER EVER USE THIS MOD UNLESS YOU WANT TO SUFFER HEARING LOSS!!!!!
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Re: [Mod] Alive AI V13nu [aliveai]
That might require some heavy mutation :-) It's in their genes to behave the way they do.roboto wrote: Unless some non-lazy person forks this mod. :-)
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Re: [Mod] Alive AI V14 [aliveai]
note that aliveai is made to be survivors with their own will.
This could be possable if we could rotate the colisionbox, but its not... thanks to lua
they wont work for you,as long you dont program them to do it
its easy to program with the aliveai api, all kinds of functions and code examples is everywhere in the files, you just need to do the main
use return self to abort the other activities, so it becomses hard controled by the code
a brain death npc :)
aliveai.create_bot({
name="lol",
on_step=function(self,dtime)
return self
end
})
tree cutter npc, cutting trees around it
download/file.php?mode=view&id=13640
looks like some androids have their own will too :)
self-learning android escapes testing area
i don't believe the sounds was so unhealthy, but it sounds like someone is playing with 100% volume which is not healthy at all. but i turned down the lightning sound and reduced the nuke.NEVER EVER USE THIS MOD UNLESS YOU WANT TO SUFFER HEARING LOSS!!!!!
The ai model when lying down should also have collisionbox/selectionbox rotate to lying down instead of stayupright when ai is dead.
This could be possable if we could rotate the colisionbox, but its not... thanks to lua
is a known bug, for some reason they are continuing to build on another possition else then the storeda builder bot would move half of the construction location to another place.
i have been thinking to add a gui to force them to do some things, but im tierd of coding right nowbut could I order them to do various task for me via right click menu?
they wont work for you,as long you dont program them to do it
its easy to program with the aliveai api, all kinds of functions and code examples is everywhere in the files, you just need to do the main
use return self to abort the other activities, so it becomses hard controled by the code
a brain death npc :)
aliveai.create_bot({
name="lol",
on_step=function(self,dtime)
return self
end
})
tree cutter npc, cutting trees around it
download/file.php?mode=view&id=13640
looks like some androids have their own will too :)
self-learning android escapes testing area
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Re: [Mod] Alive AI V14 [aliveai]
>>> a brain death npc :)
Alive Minions!
Alive Minions!
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Re: [Mod] Alive AI V10 [aliveai]
no they can't . They do not build anythingAiTechEye wrote:fixed
fixed
and added:
the bots will build a lot bigger buildings, in different sizes and numbers of floors
they will also build the old / small ones too
now i will not add more stuff to the alive mod, only fix errors
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Re: [Mod] Alive AI V14 [aliveai]
they do not build absolutely anything . And there's no builds spawning
Re: [Mod] Alive AI V14.1 [aliveai]
Now they does, error caused by height fixes for the old default player model, but this makes they cant build in mt 0.4.15 and older
Its just to count on that they are using big amounts of blocks when they builds big houses, like on of them today needed more then 4000 snow blocks and 560 glass, 8 beds...
and its maybe takes 1 hour to build the house, they often gets problems to pathfinding to places to place theirs blocks.
this guy to left builded it in about 10 minuts, then it removed glass and tried to build towers on it...
patience is required if you want to see someone building a whole house
type /aliveai status=true to see what they are doing / need
Its just to count on that they are using big amounts of blocks when they builds big houses, like on of them today needed more then 4000 snow blocks and 560 glass, 8 beds...
and its maybe takes 1 hour to build the house, they often gets problems to pathfinding to places to place theirs blocks.
this guy to left builded it in about 10 minuts, then it removed glass and tried to build towers on it...
patience is required if you want to see someone building a whole house
type /aliveai status=true to see what they are doing / need
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Re: [Mod] Alive AI V14.1 [aliveai]
When they place beds,
the headboard for the bed sometimes goes into other blocks
the headboard for the bed sometimes goes into other blocks
Re: [Mod] Alive AI V14.1 [aliveai]
beds placed by bots is rotating ther self the first 20 seconds, to avoid cases like this, but some times bots is placing blocks into beds after the timer, then this happens, same for chairs :)
Re: [Mod] Alive AI V14.1 [aliveai]
If i remember correctly, it should still work in 0.4.17 and older, so you can post two downloads: for "0.4.17 and older" and "0.5.0+"AiTechEye wrote:Now they does, error caused by height fixes for the old default player model, but this makes they cant build in mt 0.4.15 and older
Re: [Mod] Alive AI V14.1 [aliveai]
13 "-ru", wrong spelled, should be -nu (nitrogen update) still works as well for some older versions.
Although 0.5.0 has not been officially released yet, and everyone is not interested by constantly updating, I'm not interested either in mixing and mess with diferent kinds of support.
The biggest problem is the new player system, which raises the player 1 block upside, which makes the unsupported versions will either try to build, walk and live halfway in the ground or in the air, which does not work at all.
(there is a auto setting to fix a part this, but is not working with the building process)
to get the mod to work for a few more years without im updating it, the latest support is needed :)
Although 0.5.0 has not been officially released yet, and everyone is not interested by constantly updating, I'm not interested either in mixing and mess with diferent kinds of support.
The biggest problem is the new player system, which raises the player 1 block upside, which makes the unsupported versions will either try to build, walk and live halfway in the ground or in the air, which does not work at all.
(there is a auto setting to fix a part this, but is not working with the building process)
to get the mod to work for a few more years without im updating it, the latest support is needed :)
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Re: [Mod] Alive AI V14.1 [aliveai]
Soon i will test new version of the mod! Nice as always!
Re: [Mod] Alive AI V15 [aliveai]
enought of weird & new kind of monsters, the last added v14-15:
trees ...
fangs big eating dirt blocks
flowerattack (was meant to be flowers) but grass is attacking too
crystal, spawns crystals / explosions
snowman
statues, (creepy things)
trees ...
fangs big eating dirt blocks
flowerattack (was meant to be flowers) but grass is attacking too
crystal, spawns crystals / explosions
snowman
statues, (creepy things)
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Re: [Mod] Alive AI V15 [aliveai]
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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Re: [Mod] Alive AI V16.2 [aliveai]
I like how ants bring back home anything they find XD
Once I even saw an ant, kidnap a chicken!
Once I even saw an ant, kidnap a chicken!
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Re: [Mod] Alive AI V16.2 [aliveai]
i know how ants are strong but this sounds ridiculous.
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Re: [Mod] Alive AI V16.2 [aliveai]
Rare footage of an ant, taking a defeated sandmonster as a hostageazekill_DIABLO wrote:i know how ants are strong but this sounds ridiculous.
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