I do have door handling to some degree in my mob_world_interaction mod. Normal doors ought to work just fine. Trapdoors and hatches are no obstacle when doing pathfinding; deceiding if they're really opened and require a right-click now for the mob to pass through hasn't been implemented yet.AiTechEye wrote: i have been trying it before, but,
the doors is items, then becomes blocks after you placing them + problems with rotations
so its not possable to add doors from the default doors mod
[Mod] Alive AI V26.32 [aliveai]
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Re: [Mod] Alive AI V7.91 [aliveai]
A list of my mods can be found here.
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Re: [Mod] Alive AI V7.91 [aliveai]
Wait! You said doors can not generate, although in City scape mod they can! It means also you can do it.
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Re: [Mod] Alive AI V7.91 [aliveai]
Of course doors can be generated. It's *just* much more work than "normal" blocks because the block one above the door has to be taken into consideration as well and be placed correctly. Also param2 - the rotation - does play a role. It's not as trivial as setting other blocks. Many things that can be done quite easily by a human beeing may still pose a huge challenge for a computer program.Andrey01 wrote: Wait! You said doors can not generate, although in City scape mod they can! It means also you can do it.
A list of my mods can be found here.
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Re: [Mod] Alive AI V7.99 [aliveai]
Hm... in 7.99 npcs can make farming? Nice!
Re: [Mod] Alive AI V7.99 [aliveai]
+farming wheat/cotton
the aliveai bots is not using schematics, and will not care about metadata or roations .. just unnecessary mess
try to add working doors with right roation with this :)
you even dont know where it will be placed or how, just its a 3x3x3 house
i can try to make bots open doors later [maybe]
the aliveai bots is not using schematics, and will not care about metadata or roations .. just unnecessary mess
try to add working doors with right roation with this :)
you even dont know where it will be placed or how, just its a 3x3x3 house
Code: Select all
2 2 2+++doors:hidden 1!air 2!default:glass 3!default:wood 20!doors:door_wood_a 1!+default:wood 4!air 1!doors:door_wood_a 1!default:wood 4!default:glass 1!default:wood 1!default:glass 1!air 1!doors:hidden 1!default:wood 1!default:glass 1!default:wood 10!
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Re: [Mod] Alive AI V7.99 [aliveai]
Am i? I bad know lua now. Furthermore it should do to author i think, no me. At the same i nothing understand what here is written.AiTechEye wrote:+farming wheat/cotton
the aliveai bots is not using schematics, and will not care about metadata or roations .. just unnecessary mess
try to add working doors with right roation with this :)
you even dont know where it will be placed or how, just its a 3x3x3 housei can try to make bots open doors later [maybe]Code: Select all
3 3 3+++doors:hidden 1!air 39!default:glass 3!default:wood 20!doors:door_wood_a 1!+default:wood 3!air 1!doors:door_wood_a 1!air 1!default:wood 1!air 1!default:wood 3!air 5!default:wood 1!default:glass 1!default:wood 1!air 1!doors:hidden 1!air 1!default:glass 1!air 1!default:wood 1!default:glass 1!default:wood 1!air 5!default:wood 3!air 1!default:wood 3!air 1!default:wood 3!air 21!
Re: [Mod] Alive AI V7.99 [aliveai]
yeah, its not possable to make bots build with them, cuz its just a list of text...
but anyways, did you know there is a "catch ball", kinda pokéy ball that can catch mobs and bots in this mod?
it was meant to be added to the aliveai mod, but got changed.
viewtopic.php?t=14384
but anyways, did you know there is a "catch ball", kinda pokéy ball that can catch mobs and bots in this mod?
it was meant to be added to the aliveai mod, but got changed.
viewtopic.php?t=14384
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Re: [Mod] Alive AI V7.999 [aliveai]
Why is version 7.999 not modpack? Maybe did you compile it incorrect?
Re: [Mod] Alive AI V7.999 [aliveai]
you're right, thanks / fixed :)
Re: [Mod] Alive AI V8 [aliveai]
corruntly if you ever see a bot that placing a bed, will it be "half sized", becaouse its set, not placed, cuz placing crashing the bed :)
viewtopic.php?f=6&t=18125
viewtopic.php?f=6&t=18125
Re: [Mod] Alive AI V8.1 [aliveai]
No more mess with beds, cuz there its added red & blue + a chair, them is autorotating the first 20secs
this makes the bots wont or very rarly placing beds or chairs that stuck in walls or is rotated at wrong direction :)
this makes the bots wont or very rarly placing beds or chairs that stuck in walls or is rotated at wrong direction :)
Re: [Mod] Alive AI V8.3 [aliveai]
+doors
+open/close doors (included doors)
+better bed / chair using
+threat: jumper
+better house generating, this makes the bots is using more by stuff around them, instead of 50% random stuff, this makes it a lot easyer to find and build theird houses, same for some doors
i has been working about 2 days to add that doors and functions and it was pretty messy :)
i made a bot go through 5 doors in 1 path / In a row
not all bots will success, and some seems to play with the doors...
+open/close doors (included doors)
+better bed / chair using
+threat: jumper
+better house generating, this makes the bots is using more by stuff around them, instead of 50% random stuff, this makes it a lot easyer to find and build theird houses, same for some doors
i has been working about 2 days to add that doors and functions and it was pretty messy :)
i made a bot go through 5 doors in 1 path / In a row
not all bots will success, and some seems to play with the doors...
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Re: [Mod] Alive AI V8.3 [aliveai]
Wow! Nice! :D I hope the mod will be more interesting! I`ll test it certainly.
Re: [Mod] Alive AI V8.3 [aliveai]
the doors are just a new thing, they can do more things than i can remember
EDIT
see in the topic
EDIT
see in the topic
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Re: [Mod] Alive AI V8.3 [aliveai]
Only i don`t understand why some npcs are sometimes removed from the world. Is this a bug?AiTechEye wrote:the doors are just a new thing, they can do more things than i can remember
EDIT
see in the topic
Re: [Mod] Alive AI V8.3 [aliveai]
its a security thing
bots is generating paths to go to places, and paths is using much cpu if they are complex.
Sometimes bots stubbornly trying, and constantly creating paths and makes the server lags a lot or freeze.
Therefore is is it a function that check every case how long time the paths takes to make, paths that takes long time becomes disabled for 1 sec, or if its too far long time will it destroy the bot.
I would like to change it when i find a better way.
the problem is when the bots stubbornly trying to create the paths
The other security thing is, if bots is using much cpu, and makes much lag, there is a
function that will clean bots until a reasonable lime that is set by the server.
e.g my laptop have i7, 8gig ram, 1.8ghz, and the reasonable is about 120 bots, too much is more then 180
it happend me some times i teleported to places there was tons of bots that freezed the server.
(happens sometime by mods that moving mobs, like blackholes)
monsters that havent been used removes after 60sec,
to make underground not filled with unnecessary cpu eating bots
bots is generating paths to go to places, and paths is using much cpu if they are complex.
Sometimes bots stubbornly trying, and constantly creating paths and makes the server lags a lot or freeze.
Therefore is is it a function that check every case how long time the paths takes to make, paths that takes long time becomes disabled for 1 sec, or if its too far long time will it destroy the bot.
I would like to change it when i find a better way.
the problem is when the bots stubbornly trying to create the paths
The other security thing is, if bots is using much cpu, and makes much lag, there is a
function that will clean bots until a reasonable lime that is set by the server.
e.g my laptop have i7, 8gig ram, 1.8ghz, and the reasonable is about 120 bots, too much is more then 180
it happend me some times i teleported to places there was tons of bots that freezed the server.
(happens sometime by mods that moving mobs, like blackholes)
monsters that havent been used removes after 60sec,
to make underground not filled with unnecessary cpu eating bots
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Re: [Mod] Alive AI V8.65 [aliveai]
Got an error
Re: [Mod] Alive AI V8.65 [aliveai]
and an error message?
Re: [Mod] Alive AI V8.65 [aliveai]
please specify your error so that AITechEye can fix it.seller wrote:Got an error
Hey, what can i say? I'm the bad guy.
Re: [Mod] Alive AI V8.9 [aliveai]
+underground lab
make a house with 2 floors was not that hard i thought :), but this is!
there spawns 1 to 4 floors, with about 36 rooms on each floor
its just hard to find in there + there is explosive stuff / mobs + toxic stuff / mobs and more
be very carefull when you are exploring this places!
this lab is added to both older and newesr aliveai version, cuz im sure you all want it :)
make a house with 2 floors was not that hard i thought :), but this is!
there spawns 1 to 4 floors, with about 36 rooms on each floor
its just hard to find in there + there is explosive stuff / mobs + toxic stuff / mobs and more
be very carefull when you are exploring this places!
this lab is added to both older and newesr aliveai version, cuz im sure you all want it :)
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Re: [Mod] Alive AI V9 [aliveai]
Wow! Npcs can build harder buildings! Only what did you add separate beds and doors for if default same materials exist?
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Re: [Mod] Alive AI V9 [aliveai]
Great mod! Awesome work!
Looking forward to updates. :-)
Looking forward to updates. :-)
Re: [Mod] Alive AI V9 [aliveai]
Awesome mod, I really like it.
However, I do have one small issue, the fact that the npcs fall out of their hitboxes and the model clips through the node under the hitbox
However, I do have one small issue, the fact that the npcs fall out of their hitboxes and the model clips through the node under the hitbox
I know you believe you understand what you think I said, but, I am not sure that what you heard is not what I meant. - Author Unknown
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Re: [Mod] Alive AI V9 [aliveai]
If they are using the default player model: viewtopic.php?f=18&t=18144mr_dean wrote:Awesome mod, I really like it.
However, I do have one small issue, the fact that the npcs fall out of their hitboxes and the model clips through the node under the hitbox
Re: [Mod] Alive AI V9 [aliveai]
npc does not build the labs, but have plans to make them build bigger buildnings instead.
the default player model is changing, also in the mt dev versions, and sometimes it changes back, so i waiting a while by changing ther collision boxes
there is 2 versions of the mod
sets bots collision box lower + newest updates, but it will mess with the 3d armor mod too
ByAiTechEyeV9-aliveai_for_MT-0-4-16-dev_and_newer
old collision box
ByAiTechEyeV9-aliveai_for_MT-0-4-16_and_older
a question: should the lab generating be moved to a separate mod?
the default player model is changing, also in the mt dev versions, and sometimes it changes back, so i waiting a while by changing ther collision boxes
there is 2 versions of the mod
sets bots collision box lower + newest updates, but it will mess with the 3d armor mod too
ByAiTechEyeV9-aliveai_for_MT-0-4-16-dev_and_newer
old collision box
ByAiTechEyeV9-aliveai_for_MT-0-4-16_and_older
a question: should the lab generating be moved to a separate mod?
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