• 7

    posted a message on Vampirism - Become a vampire!

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    Vampires are fast, strong and blood-thirsty entities, which do not like the sun, but don't fear the night, and the best thing is: You can become one!

    This mod allows you to become a vampire with all it's benefits and drawbacks.

    After being bitten by a vampire or manually injecting some vampire blood you get an effect called "Sanguinare Vampiris" which eventually turns you into a vampire.


    Image


    More Screenshots:


    Screenshot3





    Old thread (in WIP section) can be found here:

    Get an overview of this mod here: Overview
    As a vampire

    As a vampire you don't need to eat that dry bread or these strange fruits called "apples", you prefer some red and tasty blood, which you can to suck from animals or preferably villagers. If you are careful they might regenerate their blood overtime, but if you suck all their blood at once, they become vampires as well. You also might notice that you got red eyes and some fangs.

    In the beginning you are a very normal and weak vampire, but by performing vampiric rituals you can level up and gain new powers. Besides becoming stronger and faster, you get skill points which can be used to unlock abilities like night vision, transformation into a bat, teleport and many more.


    However, becoming a strong vampire also has it's drawbacks as you start taking more damage from the sun and have to face stronger vampire hunter. So you probably want to shift your activities to the night, unlock night vision and craft yourself a coffin to sleep through the day. Don't forget to colour your coffin to make it the rest of your home decoration.

    Become a vampire hunter

    If you don't like vampires, this might mod might still be interesting. You can choose to become a vampire hunter instead and start hunting down those evil vampires. Equipped with crossbows and other useful weapons you can jump into action. By collecting items, fighting strong vampires and exploring the world you can level up and unlock advanced skills which improve your hunting ability or even allow you to use some of the vampires powers.

    World

    There are a few additions to the world. Besides new mobs there is a new biome called vampire biome. This foggy biome mostly accommodates vampiric creatures and is the home of vampire barons you need to fight for some ritual items.

    Since vampires like to suck blood from villagers, they are now protected by vampire hunters. If too many people in a village are bitten they will call for reinforcements or if it gets too dire, the villagers will just grab their pitchforks and start hunting vampires themselves.

    Multiplayer

    This mod plays well on multiplayer servers. Players can choose to join the vampire faction or the the hunter faction or even mostly ignoremthis mod if they want. You also can enable PVP only between factions, so the war between vampires and humans can take place organized.

    Most hostile creatures appear in different levels. The strength of a spawned creature is affected by the level of nearby players. Around strong vampire players, strong hunters will spawn, but around normal humans only weak vampires will appear.


    For common places (e.g. spawn) you can place (cheat only) sunscreen beacons, so vampires can visit them during the day without taking sun damage.

    There also is a Morpheus like config option, where you can specify which percentage of players have to be in a coffin to make it night. Also interesting might be the option to allow/deny players from infecting other human players with vampirism (hunters are immune due to their garlic injection).


    Spotlights/Tutorials

    For Youtubers: Feel free to contact me beforehand, so I can assist you if there are any questions or issue about the mod.


    For Minecraft 1.9/1.10/1.11


    Installation:

    1. Install forge (recommend or newer)
    2. Add this mod to your mods folder
    3. (Optionally)Install GuideAPI. Required to get a guide book.
    4. Play

    How to get started:

    Checkout the guide book (requires Guide-API to be installed). It should be given to you at spawn, alternatively you can craft it with a normal book and a vampire fang or human heart.

    There also is a wiki, but it might not be complete or up to date.

    Configuration

    This mod is highly configurable, besides several general settings you,can change a ton of balance related values to your liking or disable parts of the mod you do not like.

    You also can activate the "realism mode" which changes a few defaults to make the mod to feel slightly more realistic and lore friendly.

    You can change all these settings in the in game menu (Main Menu -> Mods -> Vampirism -> Config) or by editing the files in config/vampirism.


    If the vampiric changes to your face don't fit to your skin you can choose between different eye types using "/vampirism eye <0/1/2...>" and "/vampirism fang <0/1/...>".

    FAQ


    My game crashes:

    We need a crash report to be able to help you. Take a look here , then make a post describing your problem and including your crash report (No PM). If you do not understand the instructions, you can ask. But we never want to here: "My game does not work, fix it!"

    We won't be able to do anything about it then.

    How does the Altar of Infusion work:

    Maybe this helps:

    I want werewolves:

    I know many of you want to see werewolves in this mod, but this won't happen in this mod. Don't ask about it.

    If there ever should be a werewolf mod out there I would be happy to add some integrations/compat for it. Vampirism also as an API a potential werewolf mod could make use of


    How do I get a Guide Book:

    Install Guide API then it should be given to you at spawn, alternatively you can craft it with a normal book and a vampire fang or human heart.


    Cross Mod Integrations:

    While integration into Just Enough Items and Guide-API are present in the main mod there exists a separate mod which implements mod integrations for multiple other mods.

    If you use any of the supported mods (e.g. Minecraft Comes Alive) alongside Vampirism it is recommend to install this mod as well.

    Link: https://minecraft.curseforge.com/projects/vampirism-integrations


    Requires Vampirism 1.4+

    Troubleshooting:

    https://github.com/TeamLapen/Vampirism/wiki/Troubleshooting


    Mod Packs:

    You can use this mod in public and private modpacks, as long as you provide a link (which users can easily find) back to this thread. Also create a post in this thread mentioning the usage (preferably with link to the pack).

    Download:

    Minecraft 1.16.2:


    Minecraft 1.15.2:

    Minecraft 1.14.4:


    Minecraft 1.12.2



    Minecraft 1.11

    Info


    Minecraft 1.10



    All version (including alpha/beta).


    Integrations Mod for cross mod compatibility (Vampirism 1.4+):


    Minecraft 1.12.2

    All versions (including alpha/beta)


    To get a guide book you also have to install Guide-API.

    It is recommend to install Just enough Items so you can see the recipes easily.

    There also is a Texture Pack (Sphax Addon) by Gedankenspiele.


    For Minecraft 1.7.10 checkout this thread.


    Server

    Official server  sponsored by Apex Hosting


    Vampirism only server. Join the official server here.


    If you would like to play this on a public multiplayer with more mods server check out one of the following ones:


    New Vampirism - by JaberC - Magic Vampirism pack


    Discord

    For discussions and help with bug reporting you can join our (semi)official Discord server.

    However, I only check it irregularly whereas I try to read and answer every post in this MC Forum thread.

    https://discord.gg/Jh45jhU

    Development

    This mod is Open Source. The code can be found on Github under the LGPL licence.

    It is actively developed by maxanier as much as spare time permits.

    You can follow the progress by checking out the repository or following maxanier on Twitter.

    If you want to support the development you can give feedback, report issues, help to translate or if you have some coding experience even contribute to the development itself. Coding help is always wanted, alternatively you can
    develop you own addon mod or mod integration using Vampirism's API.


    Links:

    Source Code

    Help to translate

    Texture Pack - Addon for PureBDcraft/Sphax - by 1LiterZinalco

    Make creatures from other mods biteable

    We hope you like this mod, please tell us what you like, what you would improve and what you would add!

    Created by: maxanier

    Inactive developers: Mistadon,wildbill22
    Special thanks to LRA_10 for many cool models and texture

    Thanks to TheBeastCH for a lot of feedback and suggestions.

    Thanks to SThomasW and Cheaterpaul for some textures.


    And finally thanks to all our translators (in no particular order):

    Mazdallier, evernife, petrus_ant, Lumblido, MClove229, kissmate0715, demotrailom668, Jaccob, 008Mi, MisterY_vonvon, dragor2012Taiguk, ilyakazaku2013, FunnHydra, Steelboy05, himarcodollars, RobiFoxx, maurojose1997, raul131652, Icefire, aroslinka, nninno, Luis_Illuminatti, pedrolucas2012, opnayn, raul131652, CrazIIZen, pancho9829, guitargamerkuliti, Sir_Mi2ter, thisismetsu, o_m_a_rjs, kevinvelez620, mutluadamxd, brakat07, spinneretmsm

    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!
    Quote from joseobed1»

    Hello, I am new to this minecraft forum and it is because I was 2 days trying to make MCA and Vampirism work, I already put vampirism integration and when a vampire or I bites an MCA villager after a while the game closes. I can't make it work.

    (I'm not good at English and I try to write the best I can)

    Another thing when the bitten villager entered the world again disappears. They would help me a lot because I want to play with my friends on a server and we want this mod.

    Take out all my mods to make the crash report shorter

    (download version 5.3.1 and it works for now, but I can't suck blood from MCA villagers).





    https://pastebin.com/SnPxvvdZ


    Unfortunately, this turned out to be a bug in MCA itself. There isn't much I can do about this.

    However, it should only happen, if a married villager or player child is killed though bite.

    I have created an issue over there: https://github.com/WildBamaBoy/minecraft-comes-alive/issues/1226

    Let's hope they fix it any time soon.

    Posted in: Minecraft Mods
  • 2

    posted a message on Vampirism's Official Server [1.12.2] sponsored by Creeperhost

    The server has been shutdown for an undefined time now

    Posted in: PC Servers
  • 1

    posted a message on Vampirism - Become a vampire!

    Could you please provide the full crash report and explain when exactly this crash occurred and if it happens frequently. Thank you

    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!
    Quote from mrPiterVin»

    How about adding some vanilla undeads to the "vampirism mod" (as alternative versions of the existence of an undead-players): skeletons, zombies, zombie pigmans etc. with the appropriate active and passive skills, for example, turning into a skeleton gives the ability not to waste arrows when shooting archery, burning in the sun , damage from the potions of healing, healing from the damage potion (by the way, the same would be nice for vampires), the lack of a hunger scale (health replenishment for example in the case of murder to replace the impossibility of treating food)


    That would be an awesome feature, but I would like to focus development on the vampire (and hunter) side of things.

    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!
    Quote from thevirtualjim»

    There has got to be some disadvantages to being a vampire, otherwise you are just Superman who also drinks blood, lol.


    I strongly agree

    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!

    ", Helvetica, Arial, Verdana, sans-serif">If your game crashes on startup with Vampirism and GuideAPI installed. Please update to Forge * 2751 or recreate your game profile.
    See
    https://github.com/TeamLapen/Vampirism/issues/346

    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!
    Quote from Fuhrur»

    Really happy to see a mod that has Vampirism in 1.12, I'm really enjoying it! Though I do think Hunters spawn way to much and Vampires should be a lot rarer and much stronger.


    Edit: Also, since they're undead, maybe at certain levels undead mobs don't attack, like level 5 and Zombies ignore you, level 10 and skeletons ignore you, and at level 14 the Wither ignores you (until you attack it of course).


    I also thought it would make sense if they shared the undead reaction to potion affects (Poison has no effect, healing harms, harm heals, and regeneration could either do nothing, or affect them like poison normally would.)



    a) yes, making them more rare might be more "lore friendly" https://github.com/TeamLapen/Vampirism/issues/345

    B) I would say Zombies are just to stupid to realize you are a vampire, but maybe we could do this for skeletons at least

    c) Poison is used by some mods as the default way to harm players, so we probably should not change that

    Quote from MagicWizard»

    I think I figured something out. If I remove the "iceandfire:firedragon" value from "dynamic-blood-values.txt" in the world savefile, it will respect the "iceandfire:multiplier=0" in "vampirism_blood_values.txt" and follow it instead.

    But what I can see, all mobs that already are spawned keeps it's old blood value anyway without the change to 0. It just does not show it with the mod waila anymore. Newly spawned mobs respect the value and can't be bitten for blood damage due to it being 0 as in the instructions and only takes standard damage.

    Is this correct?


    Actually, I am not sure if the "iceandfire:multiplier=0" is working (as far as I can remember there is only one multiplier used "minecraft:multiplier" and it affects all values). However, "iceandfire:firedragon=0" in vampirism_blood_values.txt should work. But yes, it only affects newly spawned creatures.
    Yes, this is correct.
    I had a look at the issue and it seems that the dragons are handled as animals internally, that's why Vampirism decides to calculate a blood value for them. As a sort of workaround I added a max health check for the calculation. Therefore any boss monster (with lots of health) should not be flagged as biteable anymore, so it cannot be easily used as insta kill.

    Quote from Iashar»

    https://minecraft.curseforge.com/projects/howling-moon How bout this?

    (Sorry if it has been suggested already, I've got really crap net right now and its taking 5 min to load each page)

    There's even hunters in both!

    But what I really want is a crossbreed...


    It has been suggested already :) I have tried to contact the author, but after a long time of inactivity they only responded with something like "yeah, maybe in the future".


    I you want to see this, you probably should head over to their forum page, and ask them there.

    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!
    Quote from GlitchReaper»

    Ideas for Vampirism Integrations with Evilcraft:

    1. Blood conversion between the two. This is normally handled in the Evilcraft config, but if you want a better conversion rate than the default try here.

    2. Condensed Blood can be a snack for Vampires and blood-related items (like various forms of bottled blood) from Vampirism can be sacrificed in Evilcraft's blood machinery for a quick supply boost.

    3. Vampires should be able to drink from pools of liquid blood from Evilcraft as well as its containers (in inventory and in-world).

    4. Biting Rejuvenated Flesh should provide blood for a Vampire. Think of it as a mobile blood sponge your fangs will enjoy sinking into.

    5. Invigorating Pendant should temporarily stop sun effects for a continual cost in blood.

    6. Wielding a Veined Sword should grant the Vampire twice the amount of blood for biting for biting a creature. It's a Vampire's new favorite weapon!


    Sorry. The forum was behaving weirdly so I didn't think my previous attempt went through.


    1. This is already implemented with the Vampirism Integrations mod. It allows to convert evil craft blood to vampirism blood using a blood sieve.

    2. That would probably be easiest to implement on Evilcraft's side, but I will have a look

    3.4. The blood in Evilcraft is used quite differently than in Vampirism so for balancing reasons a conversion step (with the blood sieve) is requried

    5. 6. Very specific, if someone would implement this, I would happily merge it, but I don't have spare time to do it myself

    Posted in: Minecraft Mods
  • 1

    posted a message on Vampirism - Become a vampire!
    Quote from smashbro596»


    https://paste.ee/p/lkjSm
    right.. here you go.

    was the recent alpha for vampirism, and the forge version was 14.23.1.2607


    Thank you!
    It seems to be unrelated to the bat mode. Apparently you have set the hunter camp density to 0 which causes to crash the game. I thought the system would prevent this, but it does not. I will add an additional check.
    BTW if you want to get rid of the hunter camps, set the density value very high as it is used inverse.

    Quote from thevirtualjim»

    So, whats the purpose of being able to have more than 20 blood?

    What is the mobile charging skill? is that the 'blood charge' skill? How does it work?

    Also, I am using the heartseeker sword, and the shield wont work when I have the sword in my hand

    What impact does the level of blood charge in a sword have?


    More blood means you will have to drink less often, because you can store more yourself.
    The blood charge works by right-clicking while holding a chargeable item/sword. This is also the reason the shield does not work. Therefore I have changed in to require a sneak right click for charging (next alpha).

    The sword has to be charged to deal (reasonable) damage, but the level of charge is irrelevant.
    Quote from defkult»

    Can it be possible to have the sunscreen beacon drop itself when you mine it? I know its cheat only, but I sell them in the server's shop (at a ridiculous price) and when you place and then mine them, the block just dissapears.


    Mhh, ok.
    I have added a config that enables the beacon to be mined (and displayed in the creative tab), but made it unbreakable (in survival) if the config is disabled. (Next version)
    Posted in: Minecraft Mods
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