IMPROVED HORDES 2.0.0-alpha.7 for A21 EXP b323 released.
This is an experimental release of Improved Hordes. If you encounter any bugs/performance issues regarding the mod, report them in the Issues section of the repository with the experimental label.
Changelog
Added
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Horde Biome Decay
- When hordes cross over from their initial biome, they will start to decay until eventually ending up at a density of 0. If they return to their initial biome, the decay stops.
- This will prevent, for example, lots of harder biome hordes (i.e. wasteland) overrunning easier biomes (i.e. pine forest).
-
improvedhordes flush
command that will flush (reset) all hordes in the world and their respective populators. -
Rough implementation of hordes detecting players nearby on sight.
- Expect this to be ironed out in future updates. You may encounter a few minor issues like hordes being able to detect you through walls when nearby.
- Some changes to player grouping for a future update to limit multiple nearby spawned horde entity counts.
Changed
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Multithreading system changes
-
Moved from a task-based approach to a traditional thread approach. Each core system runs on its own thread assigned with a prefix of
IHThreaded-
. - This means that the horde threading settings are no longer relevant and thus have been removed.
- This is an attempt to fix micro-stuttering that is present during gameplay.
-
Moved from a task-based approach to a traditional thread approach. Each core system runs on its own thread assigned with a prefix of
- Zone horde density tweaks to ensure that a zone cannot spawn hordes greater than the biome it is in allows.
- Wilderness horde sparsity was previously affected by biome difficulty. This is no longer the case for animal and screamer hordes, but for standard wandering hordes still applies.
Known issues
- Horde respawning of same type/number of entities inconsistent.
- Entities sometimes frozen in place when sleeping, or the game AI lags behind if there are too many entities spawned.