1. Add an umbrella that you can craft with some sticks and black wool (or any wool) but you must carry it in your items all the time or you'll burn.
2. Add an integration for Howling Moon Mods
3. Make it so that when vampire hunters are low on health, your bites that does damage takes some blood too.
4. Make it so that you can also drink blood from other vampires if theyre low.
5. Skill that makes things turn into vampires and you can turn them into your minions.
1. This suggestion was good, Especially for those female vampires who wants some fastions...
Or you can make some "Vampire Sunblock" into the game, It's function like potion that neutralized the sun's effects temporarily...
2. This one is acceptable, Just like "Underworld" and "Blade", Since werewolves and vampires are feuds...
3. This one was not gotta be possible, Because vampire hunter's blood was poisonous for the vampires, Even just a small drip, It's will make some vampires have some adverse reactions...
4. Not gotta be possible too, Because vampires are has no actually flesh body(This is why vampires do not have reflections in the mirror) , Besides...you cannot drink blood from the person who was already dead....
5. This one is acceptable too, Since the vampire lords has their own minions, You probably wants some minions for you own too....
1) There already is a sunscreen potion as well as a sunscreen skill/action in the game. An umbrella would looks very cool of course, but I am not sure if it is worth the trouble
2) The mod developer never showed any interest in a collaboration and I think it is dead now anyways
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There's always been a bit of a minor conflict between Vampirism and Lycanites mobs mods. Nothing of the game crashing sort of issues, but a conflict of functions none the less.
As the way Vampirism handles changing the player to a Vampire Hunter or a Vampire causes a change to the player's UUID (if i'm recalling it correctly) which in turn breaks the AI of all tamed Lycanite mobs for the player in question after having said changes occur - due to the changing of the player's UUID, The tamed mobs no longer recognize their master and stop functioning as intended. But now that you've created your Vampirism Integrations mod, i was wondering if you could include some support features in the Vampirism Integrations mod to remedy this issue. As forcing the player back to their original UUID might restore functionality to the tamed mobs, but fully removes all abilities and faction settings from vampirism - atleast from what i recall from testing myself long before the integration mod was created - as i did in fact contact Lycanite himself to try and solve the issue on his mod's end first when i had originally thought it a bug occurring with Lycanites mobs.
If its impossible to find a fix for this conflict due to minecraft limitations then i fully understand. some mods are just not meant to play nice together, its a fact of modding.
That being said though, at the time back when i had originally asked lycanite, he himself didn't know how to correct that issue because he didn't have enough knowledge behind the coding of your vampirism mod to create a fix for the conflict himself, something i know for fact you do have knowledge of Maxanier. --- Which gives me at least a bit of reassurance that you might be able to create a fix for the mod conflict within the vampirism integration mod itself - separate from the main mod.
Here's the old LycanitesMobs github and its new location LycanitesMobs gitlab if necessary for this request.
I think he/she meant update Vampirism Integrations for the Howling Moon mod. I support that, since I was playing with both Vampirism and Howling Moon and I saw a vampire next to a werewolf hunter, in a vampire forest, which looked very weird.
I think he/she meant update Vampirism Integrations for the Howling Moon mod. I support that, since I was playing with both Vampirism and Howling Moon and I saw a vampire next to a werewolf hunter, in a vampire forest, which looked very weird.
FAQ[/header] Why is this a separate mod?[/header] Spoiler (click to hide)
Mod integrations are a lot of work regarding Minecraft updates. If MC updates, but the other mods are not finished yet, I have to uncomment all the relevant parts in Vampirism codes, remove the dependencies and redo all these things once the mod eventually updates.
If a other mods changes and requires changes, I don't want to release an update for Vampirism each time
It keeps Vampirism's code slightly more organized
It verifies that Vampirism's API is working, shows me areas for impovement and can act as an example.
It makes it more straight-forward for others contribute and add more integrations (hope this is gonna happen, but I did not have any luck so far)
The most important integrations will stay in Vampirism (JEI, GuideAPI,?), but any additional (hopefully many) will be added into the seperate mod.
If you are already installing many mods or a modpack it should not make that much a difference anyway.
Can you add more integrations?[/header]
Feel free to suggest integrations for any other mod (on the Vampirism Forum thread or as an issue on Github).
But please be specific about what exactly you want to see.
______________
As seen on the Vampirism Integrations mod's page.
So the request for integration mod to have features that fixed the issues mentioned in the previous post i made seemed reasonable
There's always been a bit of a minor conflict between Vampirism and Lycanites mobs mods. Nothing of the game crashing sort of issues, but a conflict of functions none the less.
As the way Vampirism handles changing the player to a Vampire Hunter or a Vampire causes a change to the player's UUID (if i'm recalling it correctly) which in turn breaks the AI of all tamed Lycanite mobs for the player in question after having said changes occur - due to the changing of the player's UUID, The tamed mobs no longer recognize their master and stop functioning as intended. But now that you've created your Vampirism Integrations mod, i was wondering if you could include some support features in the Vampirism Integrations mod to remedy this issue. As forcing the player back to their original UUID might restore functionality to the tamed mobs, but fully removes all abilities and faction settings from vampirism - atleast from what i recall from testing myself long before the integration mod was created - as i did in fact contact Lycanite himself to try and solve the issue on his mod's end first when i had originally thought it a bug occurring with Lycanites mobs.
If its impossible to find a fix for this conflict due to minecraft limitations then i fully understand. some mods are just not meant to play nice together, its a fact of modding.
That being said though, at the time back when i had originally asked lycanite, he himself didn't know how to correct that issue because he didn't have enough knowledge behind the coding of your vampirism mod to create a fix for the conflict himself, something i know for fact you do have knowledge of Maxanier. --- Which gives me at least a bit of reassurance that you might be able to create a fix for the mod conflict within the vampirism integration mod itself - separate from the main mod.
Here's the old LycanitesMobs github and its new location LycanitesMobs gitlab if necessary for this request.
Any chance, Maxanier, that you could look into compatibility with Biome Bundle?
It does wonders for Minecraft world gen, and seems to kill vampire forests- probably b/c it uses a different world generator?
any response would be appreciated.
As that mod does not directly support third party biomes, the only way is to manually add it to the biome bundle.
With OpenTerrainGenerator (used by biome bundle) you can configure your own biome. You could create one and simply apply the same configuration as the Vampire Forest has. I do not have the time to do that. However, if you try it yourself and need information about the vampire forest, you can check here https://github.com/TeamLapen/Vampirism/blob/1.12/src/main/java/de/teamlapen/vampirism/biome/BiomeGenVampireForest.java or ask on the forum or Discord. Also, if you actually create such biome config, feel free to share it for others
Good to see development alive and well. Great work.
I am having a serious issue though - a really weird one.
Vampire hunters are viciously murdering my Ancient Warfare 2 NPC workers! Poor innocent farmers. Why?!? These are completely defenseless hard working peasants. I need them for resources to build walls and armies to defend the close pair of villages I adopted. I killed one hunter while trying to defend Herald, one of my farmers, and several more hunters instantly spawned and killed Herald (who did nothing to fight back but run) Also a poor villager was injured in the crossfire. This is bad and a bit unworkable. I could understand vampires attacking my human NPCs but the hunters attacking is just wrong on so many levels. I dug pits and buried the hunters alive for the moment but is there a fix for this so I can let them out on parole? I fear more are still going to spawn due to the presence of the workers they don't like .
How do you dispose of an excess of hunters? Killing them seems to make them multiply (I could be wrong). Is there any way to relocate them? Does killing hunters affect my standing with the villagers in any way? Is there any config fix?
Integration between Ancient Warfare 2 and Vampirism could have so many possibilities. If I became a vampire I would much prefer to eat the ancient warfare hostile human factions who have ganged up in masse to maul me rather than attack peaceful adorable MCA villagers. There are tons of human mobs in AW2. The Minecolonies mod also has hostile human barbarians. At least the bullies should bite-able!
Good to see development alive and well. Great work.
I am having a serious issue though - a really weird one.
Vampire hunters are viciously murdering my Ancient Warfare 2 NPC workers! Poor innocent farmers. Why?!? These are completely defenseless hard working peasants. I need them for resources to build walls and armies to defend the close pair of villages I adopted. I killed one hunter while trying to defend Herald, one of my farmers, and several more hunters instantly spawned and killed Herald (who did nothing to fight back but run) Also a poor villager was injured in the crossfire. This is bad and a bit unworkable. I could understand vampires attacking my human NPCs but the hunters attacking is just wrong on so many levels. I dug pits and buried the hunters alive for the moment but is there a fix for this so I can let them out on parole? I fear more are still going to spawn due to the presence of the workers they don't like .
How do you dispose of an excess of hunters? Killing them seems to make them multiply (I could be wrong). Is there any way to relocate them? Does killing hunters affect my standing with the villagers in any way? Is there any config fix?
Integration between Ancient Warfare 2 and Vampirism could have so many possibilities. If I became a vampire I would much prefer to eat the ancient warfare hostile human factions who have ganged up in masse to maul me rather than attack peaceful adorable MCA villagers. There are tons of human mobs in AW2. The Minecolonies mod also has hostile human barbarians. At least the bullies should bite-able!
AncientWarfare2 makes the hunter attack their NPCs (because the hunter attack (some) players). Vampirism is actually innocent here.
Hunter do slowly respawn if you kill them or hurt to many villagers. However, if you somehow imprison them inside the village area, no new ones should spawn.
I will look into possible integrations, but the NPCs system in ancient warfare seems rather complex, so it is probably difficult to get a solid result. Making some of them biteable should be possible though
Hey yo, great mod you have here, but i have a problem. Each time i play with this mod after a few seconds to a couple of minutes my game crashes. The crash report says the it "crashed whilst ticking entity". I looked at what the entity it was and it was a vampire hunter. I have reinstalled this mod multiple times on here and on curse and another site, but every time the game crashes. Would love to know how to fix it so i can enjoy this mod. Thanks.
You should have added an option to turn off those god forsaken golden screen borders during the day. Its annoying as hell. Im still playing on 1.7.10 for this mod (yes, its old. I like it. Go away.), but im hoping there is something you can do about it. Or maybe there is a way already present that im unaware of? Or at least how to turn it off myself. Anything but that eye burning gold border. Please.
Hey yo, great mod you have here, but i have a problem. Each time i play with this mod after a few seconds to a couple of minutes my game crashes. The crash report says the it "crashed whilst ticking entity". I looked at what the entity it was and it was a vampire hunter. I have reinstalled this mod multiple times on here and on curse and another site, but every time the game crashes. Would love to know how to fix it so i can enjoy this mod. Thanks.
Is it normal that vampire hunters attack me when i'm not a vampire? I went to to the hunter trainer in a village and he instakilled me, even after i used the garlic injection. Gotta say, it wasn't very fun.
Can you add the Vampire Killer morning star whip from Castlevania as well as the sub weapons?
I have some suggestions for this mod!
List:
Add an umbrella that you can craft with some sticks and black wool (or any wool) but you must carry it in your items all the time or you'll burn.
Add an integration for Howling Moon Mods
Make it so that when vampire hunters are low on health, your bites that does damage takes some blood too.
Make it so that you can also drink blood from other vampires if theyre low.
Skill that makes things turn into vampires and you can turn them into your minions.
1. This suggestion was good, Especially for those female vampires who wants some fastions...
Or you can make some "Vampire Sunblock" into the game, It's function like potion that neutralized the sun's effects temporarily...
2. This one is acceptable, Just like "Underworld" and "Blade", Since werewolves and vampires are feuds...
3. This one was not gotta be possible, Because vampire hunter's blood was poisonous for the vampires, Even just a small drip, It's will make some vampires have some adverse reactions...
4. Not gotta be possible too, Because vampires are has no actually flesh body (This is why vampires do not have reflections in the mirror) , Besides...you cannot drink blood from the person who was already dead....
5. This one is acceptable too, Since the vampire lords has their own minions, You probably wants some minions for you own too....
Say no to those "Low-quality MCreator Mods" !!!
Hey, thanks for the suggestions.
1) There already is a sunscreen potion as well as a sunscreen skill/action in the game. An umbrella would looks very cool of course, but I am not sure if it is worth the trouble
2) The mod developer never showed any interest in a collaboration and I think it is dead now anyways
5) Yes, at some point
There's always been a bit of a minor conflict between Vampirism and Lycanites mobs mods. Nothing of the game crashing sort of issues, but a conflict of functions none the less.
As the way Vampirism handles changing the player to a Vampire Hunter or a Vampire causes a change to the player's UUID (if i'm recalling it correctly) which in turn breaks the AI of all tamed Lycanite mobs for the player in question after having said changes occur - due to the changing of the player's UUID, The tamed mobs no longer recognize their master and stop functioning as intended. But now that you've created your Vampirism Integrations mod, i was wondering if you could include some support features in the Vampirism Integrations mod to remedy this issue. As forcing the player back to their original UUID might restore functionality to the tamed mobs, but fully removes all abilities and faction settings from vampirism - atleast from what i recall from testing myself long before the integration mod was created - as i did in fact contact Lycanite himself to try and solve the issue on his mod's end first when i had originally thought it a bug occurring with Lycanites mobs.
If its impossible to find a fix for this conflict due to minecraft limitations then i fully understand. some mods are just not meant to play nice together, its a fact of modding.
That being said though, at the time back when i had originally asked lycanite, he himself didn't know how to correct that issue because he didn't have enough knowledge behind the coding of your vampirism mod to create a fix for the conflict himself, something i know for fact you do have knowledge of Maxanier. --- Which gives me at least a bit of reassurance that you might be able to create a fix for the mod conflict within the vampirism integration mod itself - separate from the main mod.
Here's the old LycanitesMobs github and its new location LycanitesMobs gitlab if necessary for this request.
I think he/she meant update Vampirism Integrations for the Howling Moon mod. I support that, since I was playing with both Vampirism and Howling Moon and I saw a vampire next to a werewolf hunter, in a vampire forest, which looked very weird.
Forge for 1.13 is finally out YAY
Now to wait for Vampirism for 1.13...
FAQ[/header] Why is this a separate mod?[/header] Spoiler (click to hide)
The most important integrations will stay in Vampirism (JEI, GuideAPI,?), but any additional (hopefully many) will be added into the seperate mod.
If you are already installing many mods or a modpack it should not make that much a difference anyway.
Can you add more integrations?[/header]
Feel free to suggest integrations for any other mod (on the Vampirism Forum thread or as an issue on Github).
But please be specific about what exactly you want to see.
______________
As seen on the Vampirism Integrations mod's page.
So the request for integration mod to have features that fixed the issues mentioned in the previous post i made seemed reasonable
Any chance, Maxanier, that you could look into compatibility with Biome Bundle?
It does wonders for Minecraft world gen, and seems to kill vampire forests- probably b/c it uses a different world generator?
any response would be appreciated.
https://github.com/TeamLapen/Vampirism/issues/388
I have created an Github issue for that. I haven't observed the player changing uuids, but I will double check that.
Edit: Pretty sure the issue is exclusively at their end https://gitlab.com/Lycanite/LycanitesMobs/issues/483
As that mod does not directly support third party biomes, the only way is to manually add it to the biome bundle.
With OpenTerrainGenerator (used by biome bundle) you can configure your own biome. You could create one and simply apply the same configuration as the Vampire Forest has. I do not have the time to do that. However, if you try it yourself and need information about the vampire forest, you can check here https://github.com/TeamLapen/Vampirism/blob/1.12/src/main/java/de/teamlapen/vampirism/biome/BiomeGenVampireForest.java or ask on the forum or Discord. Also, if you actually create such biome config, feel free to share it for others
As a vampire, can we transform into a vampire lord form or something similar or has that not been implemented yet?
Good to see development alive and well. Great work.
I am having a serious issue though - a really weird one.
Vampire hunters are viciously murdering my Ancient Warfare 2 NPC workers! Poor innocent farmers. Why?!? These are completely defenseless hard working peasants. I need them for resources to build walls and armies to defend the close pair of villages I adopted. I killed one hunter while trying to defend Herald, one of my farmers, and several more hunters instantly spawned and killed Herald (who did nothing to fight back but run) Also a poor villager was injured in the crossfire. This is bad and a bit unworkable. I could understand vampires attacking my human NPCs but the hunters attacking is just wrong on so many levels. I dug pits and buried the hunters alive for the moment but is there a fix for this so I can let them out on parole? I fear more are still going to spawn due to the presence of the workers they don't like .
How do you dispose of an excess of hunters? Killing them seems to make them multiply (I could be wrong). Is there any way to relocate them? Does killing hunters affect my standing with the villagers in any way? Is there any config fix?
Integration between Ancient Warfare 2 and Vampirism could have so many possibilities. If I became a vampire I would much prefer to eat the ancient warfare hostile human factions who have ganged up in masse to maul me rather than attack peaceful adorable MCA villagers. There are tons of human mobs in AW2. The Minecolonies mod also has hostile human barbarians. At least the bullies should bite-able!
It has not been implemented yet
AncientWarfare2 makes the hunter attack their NPCs (because the hunter attack (some) players). Vampirism is actually innocent here.
Apparently there used to be a way to avoid this, but it does not seem to be available anymore. I have created an issue on their repo to find a solution https://github.com/P3pp3rF1y/AncientWarfare2/issues/929
Hunter do slowly respawn if you kill them or hurt to many villagers. However, if you somehow imprison them inside the village area, no new ones should spawn.
I will look into possible integrations, but the NPCs system in ancient warfare seems rather complex, so it is probably difficult to get a solid result. Making some of them biteable should be possible though
"Hunter do slowly respawn if you kill them"
So THATS why they kept showing up...
Hey yo, great mod you have here, but i have a problem. Each time i play with this mod after a few seconds to a couple of minutes my game crashes. The crash report says the it "crashed whilst ticking entity". I looked at what the entity it was and it was a vampire hunter. I have reinstalled this mod multiple times on here and on curse and another site, but every time the game crashes. Would love to know how to fix it so i can enjoy this mod. Thanks.
You should have added an option to turn off those god forsaken golden screen borders during the day. Its annoying as hell. Im still playing on 1.7.10 for this mod (yes, its old. I like it. Go away.), but im hoping there is something you can do about it. Or maybe there is a way already present that im unaware of? Or at least how to turn it off myself. Anything but that eye burning gold border. Please.
Stupid me. I found it. THANK YOU for including that.
Edit: lol can I remove the weakness effect during day?
If you can provide the crash I can try to fix it.
An example guide how to upload the crash report can be found here https://hypixel.net/threads/guide-how-to-post-a-crash-report.577718/
In 1.10+ you can by increasing SUNDAMAGE_WEAKNESS_MINLEVEL to 15. For 1.7.10 I don't remember
LOL - if you want all the benefits of a vampire with none of the drawbacks, just be a superhero instead
Is it normal that vampire hunters attack me when i'm not a vampire? I went to to the hunter trainer in a village and he instakilled me, even after i used the garlic injection. Gotta say, it wasn't very fun.