The Meaning of Life, the Universe, and Everything.
This mod allows players to become werewolves.
Some textures subject to change for 1.0.
/wereprogress [0-8] [-1, 0, 1]
Obtain from killing hunters who hold them.
Required for werewolves to progress. (Every 5 levels, have Moon Pearl in inventory and go to sleep at night)
Can reveal the identity of non transformed werewolves close to the holder.
Will also be used in a future recipe.
Hunter's Lodge and Banner
May be created near villages. To protect villagers from werewolves and zombies.
Banner acts as a rallying point for hunters and can spawn hunters around it.
Banner can be picked up and moved. However it will not spawn hunters if placed by a werewolf.
Any Tool/Weapon that uses the OreDictionary's "ingotSilver" in it's recipe will work for Werewolves weakness.
Abilities & Attributes
Some descriptions may be vague or only partially describe what they do. Such as Dexterity and the one of the Inclination abilities, you'll know which one if you unlock it.
Was slightly rushed in some areas to have it ready. Area will be improved in some areas for 1.0.
There is already a warning in-game but for the level 20 area, it is recommended to only have the moon pearl on you when you sleep. The final area is designed to kill instead of ejecting you out for failing the trial.
The Dimension prevents blocks from being placed or destroyed, except in creative mode.
Should you encounter any problems with getting stuck, either a npc failed to spawn or you get trapped (There should always be a hole you can fall through to exit, in a corner near the spawn area.). Try leaving (if able) and returning, that should fix npc spawn problems. Otherwise delete "DIM-HM-FOREST" in the world folder, don't do it while the game is running, and it'll be recreated. If a player logged out in the dim and the folder was deleted a "cascading worldgen lag" error might occur once they log in. This is okay don't worry.
Currently known issues
Resetting inclination while in a different form will allow a player keep that form until they change it in werewolf menu. (The function that prevent this was causing a multiplayer bug so it was disabled for 0.9)
Silver Ore hardness incorrect.
Old 1.10.2/1.11.2 v0.6 Information
There are 2 text commands
Wolfsbane Potion is crafted just like regular potions now. Wolfsbane in brewing stand with Awkward Potion(Nether Wart). Cures the player of lycanthropy.
Werewolves start off with one toggleable ability, Paw. In the ability tab of the werewolf menu you can click it and choose which slot of the hotbar you want to keep clear of items. This is useful as quite a bit of skills require nothing in hand.
While you're transformed, you'll gain exp for each kill you make based on the heath of entity slain. Each level gives 2 attribute points. Every 3 levels gives 1 skill point. Additionally a player werewolf's base stats and the strength of some abilities are affected by level.
Entities that hunt werewolves.
Silver is available. Ore generation can be disabled in config. Only use for it current is to make a silver sword. Can use other mods silver to craft by using a wolfsbane instead of stick. Werewovles are greatly weak to silver compared to other material, currently only applies to this mod's version of the sword atm. Undead are also weak to silver as a bonus. However silver is very soft and doesn't have much durability.
Can reveal the identity of non transformed werewolves close to the holder. A favorite among hunters.
Compared to old version you may notice some abilities missing. Some of these abilities are part of another system that is not fully functional at this time and have been excluded for this version. Part of this is to ensure a clean transition from beta to release. However 3 of them will be temporary unlocked based on level until then. Wolf Form, Night Vision, and Beast Form. The forms have slight stat changes compared to original form, also you cannot wear armor while in these forms, even with the armor skill. Lastly some attributes/stats may have stronger/weaker effects in 0.6 to compensate for the current absent inclination system.
Click here to go to a Github repository to add localization for other languages and report bugs in issues.
Adding Your Own Textures
You can add your own textures for werewolves by placing the png file in the HowlingMoonTextures folder inside the config folder.
- If the folder does not exist make sure you have ran Minecraft with the mod installed at least once.
- You can add as many textures as you want.
v1.1.1 & 0.6+
1.7.10 & 1.8
1.8 - In 1.8 Werewolves can have another layer just like player textures. Head part works in 1.7.10 as well.
If you want this mod in your mod pack just follow these 3 rules.
1. Your mod pack needs a link back to this forum post.
2. You cannot make any money off of the mod pack unless given permission from the author (Razmen).
3. You cannot claim that you made any part of the mod, and you must give credit to the author of the mod (Razmen).
Q: Isn't there already a werewolf mod?
A: Yes, there have bit quite a bit of unfinished, unreleased, and not updated mods of this kind with the exception of one mod. Witchery, which is a great mod you should check out. But this mod is standalone solely focus on werewolves and handles lycanthropy differently.
Can u please put this skin as one of the werewolf skins?
I have taken a small break from this mod at the moment, but I plan to have the ability for players to add custom skins for this mod in the next major update before the end of this month hopefully. I can still add that skin as one of the defaults if it was created by you and I have your permission, will put credit in the mod and topic.
Great job! Like this mod so much :D. Have you thought about doing differences between the stages?
I'm still making adjustments to the stages but the general idea is to make each stage worthwhile so players can choose which stage they like to be. Each higher stage makes you stronger, faster, gain more abilities, but also gives you negatives as you're losing your humanity while transformed. Stage 1 being human like (little benefits, no penalties), while Stage 5 is feral like (strong, fast, extra abilities, but lots of negatives to human stuff). The next update makes quite a bit of changes but there will be more adjustments to the stages after 1.0. The middle stages are the hardest. You don't get as much bonuses as the higher stages but you still get negatives even if they are weaker as well. I'm thinking about making a exclusive ability for each stage to help distinguish them more, but that will be after the 1.0 update.
Hmmm, so seeing as alpha wolves exist do you plan on making it so players can lead their own pack?
Yes, there will be a way to make werewolves you find follow and protect you. There will also be a way to infect regular owned wolves which will change their appearance and make them stronger. But not all of them will be loyal, each will have a different disposition, mainly by how stronger they are. Depending on your pack, you'll need to make sure you stay as the alpha or some might turn on you.
This is great but we need abilities in the manual and the hunger system so people don't just install this mod without carefully sifting thru each part of the main post and get confused
The next update has all that information in the guide book, which should be released soon.
Speaking of the next update, it will be a pre-1.0 version. Additionally there are at least 2 major updates planned after the 1.0 version is done in case anyone was wondering if there is anything planned after the main release.
liike about the trcking when you do the shift nright click an animal just one all other animals of the same species is being tracked
That's not a bug, it is working as intended. But I will add the ability to just track the single entity targeted in the next update and some other functions to it. The idea was to make it easier to find similar entities, whether it is to find food, or to hunt specific mobs.
As a transformed werewolf can you make it that you can cling to walls or even climb it based on your savagery? like if you can climb the higher your savagery is the faster you can climb, I know werewolves are not spiders but I've know some that can climb up walls. And if possible can you actually make it that you can grab and lift up mobs and maybe players, carry them around or throw them like how the gravity gun mod does it but werewolf style? (and make it require high savagery since that's kind of OP and if you want to nerf it make it that there's a grip meter on how long you can grab and stuff.)