The Meaning of Life, the Universe, and Everything.
Join Date:
4/22/2012
Posts:
57
Minecraft:
Razmen
Member Details
Sorry for the delay, another alpha for 1.1 will be ready within a day or 2, just for 1.7.10, the other 2 versions will follow a few days later. As with the last one it will have incomplete mechanics, but it'll have a change log so you can see what's different and currently not working. Also while this one should be compatible with the final build, it's a alpha and I still recommend having back-ups in case bugs cause problems with existing packs, especially for servers.
As for breeding, it won't be in this specific version, but it'll be in the revamp.
1.1 will be for 1.7.10, 1.8, & 1.8.9.
The revamp will be for 1.9, and possibly for 1.7.10 & 1.8.9.
thanks for the help! xD but what about the leap ability? anyone know how to use that?
While sneaking use jump. Shift + Space are the default keys. For the non alpha/beta versions all the information on how to use the abilities are in the mod's guide book.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/8/2015
Posts:
97
Member Details
again thanks for the help but i have some suggestions:
Could you maybe consider adding in special claw/bite attacks? I mean this is a werewolf mod and wolves use their teeth and claws to fight. Also you might want to consider adding in vampire mobs to fight. Another option is to see if you can't contact maxanier. maxanier has a really awesome mod called Vampirism, so maybe if you speak with him you two can combine this mod with his vampirism mod. Im not sure about you guys but the way I've always seen it is that werewolves and vampires are like arch enemies, so if you combine your mods it would be really epic (i think so at least)
oh and i think that as werewolves we should get a speed boost since wolves can run pretty fast
Werewolves are already fast, they don't need a speed boost.
i tested it and they can outrun mobs like cows, pigs and chickens with ease in about 2-3 seconds run, probably even non-werewolf players as well
The Meaning of Life, the Universe, and Everything.
Join Date:
6/8/2015
Posts:
97
Member Details
Dude I'm not sure if you've noticed but literally anything could outrun the mobs in minecraft. In werewolf form you don't run any faster than normal. You can get around quicker by using the leap ability though.
Dude I'm not sure if you've noticed but literally anything could outrun the mobs in minecraft. In werewolf form you don't run any faster than normal. You can get around quicker by using the leap ability though.
Oh really? Because as a tier-5 werewolf (idk about other tiers though, so I do not know if they're any different) I can outrun mobs by walking in a werewolf form while in a human form/as a human you can't really do the same, and I tested it with a friend and I was able to outrun him in a race at a full on sprint and I gave him a few seconds headstart.
If werewolves does get a speed boost then the players in a server pretty much has no way to escape werewolves as they can outrun them all easier than before.
again thanks for the help but i have some suggestions:
Could you maybe consider adding in special claw/bite attacks? I mean this is a werewolf mod and wolves use their teeth and claws to fight. Also you might want to consider adding in vampire mobs to fight. Another option is to see if you can't contact maxanier. maxanier has a really awesome mod called Vampirism, so maybe if you speak with him you two can combine this mod with his vampirism mod. Im not sure about you guys but the way I've always seen it is that werewolves and vampires are like arch enemies, so if you combine your mods it would be really epic (i think so at least)
Special type of attacks may be added in eventually but don't expected them anytime soon. I like to keep this mod exclusively for werewolves however a API for the mod will be available in the revamp that is coming after 1.1 which will allow any mod to interact with this one however they want.
oh and i think that as werewolves we should get a speed boost since wolves can run pretty fast
As gomt8 mentioned, werewolf players do have a speed boost, it is based on their savagery level starting at T2. As for werewolf mobs, there is a new behavior available in the alpha called Agile that gives them a speed boost as well.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/8/2015
Posts:
97
Member Details
I just did test. I set up a course where i ran in a straight line for 30 blocks and timed how long it took to go that distance. In human form i made it to the end of the course in 2.68 seconds, but in werewolf form it took me 3.01 seconds to run that same distance. Cant beat the numbers
I just did test. I set up a course where i ran in a straight line for 30 blocks and timed how long it took to go that distance. In human form i made it to the end of the course in 2.68 seconds, but in werewolf form it took me 3.01 seconds to run that same distance. Cant beat the numbers
Given how fast you said you ran 30 blocks must mean you're using movement speed modifiers from other mods. What version are you using, what mods are you using, and what stuff do you have equipped? Werewolf players have a penalty to the specific movement speed bonus when wearing armor but they should still always be faster then humans.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/2/2014
Posts:
46
Member Details
This is one of the most well thought out mods I've used. It doesn't make it too overpowered being a werewolf, but it makes it desirable. At the same time, you can choose whether you want to be savage or not, which makes a neat dynamic where you have to weigh the consequences with the advantages. It's really fun and I hope to see more in future updates.
This mod is a great fit with minecraft comes alive, me and my friends are hosting a server for the four of us with both mods, and it's great. One cool thing is that the minecraft comes alive villagers still run from werewolves. Me and my friend always make this seem important, so we never transform near the village so that we don't expose our identity. The best part of that though, is that me and my friend are werewolves, and we haven't explained the mod to the other two. We have been running off randomly on full moons, and telling them stuff like "Whatever you do, don't fight werewolves, they'll give you an infection that will poison you forever." Our next step is to give them wolfsbane potions so that they can't get infected no matter what.
I remember that you mentioned planning on releasing the source code for this mod. Is this still planned? It would be a great help to me, since I am struggling with making GUIs and HUDs and such. Not to mention, my friend wrote a story about shapeshifters, and using a similar method to this mod, it would be very cool to see. The disadvantages he had were that:
a ) transforming takes time.
b ) magic cannot be used while transformed.
c ) at first, when you transform, you must wait an hour to go back. After that you can transform at will, but must be transformed for 5 hours a day, or you will loose your powers.
I feel that with help from this mod, I could get closer to that goal.
I know that was a lot to read, but hopefully my point made it across: your mod is fantastic. So I wish you good luck and happy coding.
Bug report for the Alpha 2 version- the mobs aren't showing up in Journeymap's radar. This happened in both the 1.7.10 version and the 1.8.9 version. This doesn't happen in the non-alpha version for 1.7.10, so something that changed in there is causing it. I attempted to get in contact with the Journeymap devs about this issue, too, but their site won't work for me for some reason :/ You may want to contact them about it... frustrating, because I love the baubles support in the new version, but now I'm afraid I'll be ambushed by direwolves again o.o
Bug report for the Alpha 2 version- the mobs aren't showing up in Journeymap's radar. This happened in both the 1.7.10 version and the 1.8.9 version. This doesn't happen in the non-alpha version for 1.7.10, so something that changed in there is causing it. I attempted to get in contact with the Journeymap devs about this issue, too, but their site won't work for me for some reason :/ You may want to contact them about it... frustrating, because I love the baubles support in the new version, but now I'm afraid I'll be ambushed by direwolves again o.o
The problem is my entities are part of a EntityWere class and I changed the parent class for it from EntityMob to EntityCreature, so it would prevent the despawning of tamed ones in peaceful mode, and to make way for werewolf villagers. I don't know Journeymap specifics, but it's likely not checking for EntityCreatures since its generally a basic parent class and entities usually would be part of a more specific one that extends it like the EntityMob or EntityAnimal class. With the way I designed my entities for 1.1, I can't use EntityMob, and using EntityAnimal would also cause problems both for my entities and make them appear friendly on the map. I'm sorry but I won't be able to fix it, at least for 1.1.
Additionally, 1.1 Beta will be available by tomorrow for 1.7.10.
Key Features: Keybindings and Abilities have been changed. Villagers are almost complete.
This will be the last wip update till final version.
The problem is my entities are part of a EntityWere class and I changed the parent class for it from EntityMob to EntityCreature, so it would prevent the despawning of tamed ones in peaceful mode, and to make way for werewolf villagers. I don't know Journeymap specifics, but it's likely not checking for EntityCreatures since its generally a basic parent class and entities usually would be part of a more specific one that extends it like the EntityMob or EntityAnimal class. With the way I designed my entities for 1.1, I can't use EntityMob, and using EntityAnimal would also cause problems both for my entities and make them appear friendly on the map. I'm sorry but I won't be able to fix it, at least for 1.1.
Additionally, 1.1 Beta will be available by tomorrow for 1.7.10.
Key Features: Keybindings and Abilities have been changed. Villagers are almost complete.
This will be the last wip update till final version.
Ohhhhh, okay-- makes sense. Journeymap hasn't sensed other mod mobs, too, so that's probably it.
I'll see if I can contact them on their thread and get someone else to post it...
And Razmen How Do You Go To Werewolf Rage?
Gosh I cant wait for it to be updated. Can you tell me quickly? xD
I like this mod and it's a really cool concept, but how do you use the tracking ability??????
You hold shift then right click on a mob/player
thanks for the help! xD but what about the leap ability? anyone know how to use that?
As for breeding, it won't be in this specific version, but it'll be in the revamp.
1.1 will be for 1.7.10, 1.8, & 1.8.9.
The revamp will be for 1.9, and possibly for 1.7.10 & 1.8.9.
While sneaking use jump. Shift + Space are the default keys. For the non alpha/beta versions all the information on how to use the abilities are in the mod's guide book.
again thanks for the help but i have some suggestions:
Could you maybe consider adding in special claw/bite attacks? I mean this is a werewolf mod and wolves use their teeth and claws to fight. Also you might want to consider adding in vampire mobs to fight. Another option is to see if you can't contact maxanier. maxanier has a really awesome mod called Vampirism, so maybe if you speak with him you two can combine this mod with his vampirism mod. Im not sure about you guys but the way I've always seen it is that werewolves and vampires are like arch enemies, so if you combine your mods it would be really epic (i think so at least)
oh and i think that as werewolves we should get a speed boost since wolves can run pretty fast
Werewolves are already fast, they don't need a speed boost.
i tested it and they can outrun mobs like cows, pigs and chickens with ease in about 2-3 seconds run, probably even non-werewolf players as well
Dude I'm not sure if you've noticed but literally anything could outrun the mobs in minecraft. In werewolf form you don't run any faster than normal. You can get around quicker by using the leap ability though.
Oh really? Because as a tier-5 werewolf (idk about other tiers though, so I do not know if they're any different) I can outrun mobs by walking in a werewolf form while in a human form/as a human you can't really do the same, and I tested it with a friend and I was able to outrun him in a race at a full on sprint and I gave him a few seconds headstart.
If werewolves does get a speed boost then the players in a server pretty much has no way to escape werewolves as they can outrun them all easier than before.
Special type of attacks may be added in eventually but don't expected them anytime soon. I like to keep this mod exclusively for werewolves however a API for the mod will be available in the revamp that is coming after 1.1 which will allow any mod to interact with this one however they want.
As gomt8 mentioned, werewolf players do have a speed boost, it is based on their savagery level starting at T2. As for werewolf mobs, there is a new behavior available in the alpha called Agile that gives them a speed boost as well.
I just did test. I set up a course where i ran in a straight line for 30 blocks and timed how long it took to go that distance. In human form i made it to the end of the course in 2.68 seconds, but in werewolf form it took me 3.01 seconds to run that same distance. Cant beat the numbers
Given how fast you said you ran 30 blocks must mean you're using movement speed modifiers from other mods. What version are you using, what mods are you using, and what stuff do you have equipped? Werewolf players have a penalty to the specific movement speed bonus when wearing armor but they should still always be faster then humans.
Li
This is one of the most well thought out mods I've used. It doesn't make it too overpowered being a werewolf, but it makes it desirable. At the same time, you can choose whether you want to be savage or not, which makes a neat dynamic where you have to weigh the consequences with the advantages. It's really fun and I hope to see more in future updates.
This mod is a great fit with minecraft comes alive, me and my friends are hosting a server for the four of us with both mods, and it's great. One cool thing is that the minecraft comes alive villagers still run from werewolves. Me and my friend always make this seem important, so we never transform near the village so that we don't expose our identity. The best part of that though, is that me and my friend are werewolves, and we haven't explained the mod to the other two. We have been running off randomly on full moons, and telling them stuff like "Whatever you do, don't fight werewolves, they'll give you an infection that will poison you forever." Our next step is to give them wolfsbane potions so that they can't get infected no matter what.
I remember that you mentioned planning on releasing the source code for this mod. Is this still planned? It would be a great help to me, since I am struggling with making GUIs and HUDs and such. Not to mention, my friend wrote a story about shapeshifters, and using a similar method to this mod, it would be very cool to see. The disadvantages he had were that:
a ) transforming takes time.
b ) magic cannot be used while transformed.
c ) at first, when you transform, you must wait an hour to go back. After that you can transform at will, but must be transformed for 5 hours a day, or you will loose your powers.
I feel that with help from this mod, I could get closer to that goal.
I know that was a lot to read, but hopefully my point made it across: your mod is fantastic. So I wish you good luck and happy coding.
coloca essa skin
Bug report for the Alpha 2 version- the mobs aren't showing up in Journeymap's radar. This happened in both the 1.7.10 version and the 1.8.9 version. This doesn't happen in the non-alpha version for 1.7.10, so something that changed in there is causing it. I attempted to get in contact with the Journeymap devs about this issue, too, but their site won't work for me for some reason :/ You may want to contact them about it... frustrating, because I love the baubles support in the new version, but now I'm afraid I'll be ambushed by direwolves again o.o
The problem is my entities are part of a EntityWere class and I changed the parent class for it from EntityMob to EntityCreature, so it would prevent the despawning of tamed ones in peaceful mode, and to make way for werewolf villagers. I don't know Journeymap specifics, but it's likely not checking for EntityCreatures since its generally a basic parent class and entities usually would be part of a more specific one that extends it like the EntityMob or EntityAnimal class. With the way I designed my entities for 1.1, I can't use EntityMob, and using EntityAnimal would also cause problems both for my entities and make them appear friendly on the map. I'm sorry but I won't be able to fix it, at least for 1.1.
Additionally, 1.1 Beta will be available by tomorrow for 1.7.10.
Key Features: Keybindings and Abilities have been changed. Villagers are almost complete.
This will be the last wip update till final version.
Ohhhhh, okay-- makes sense. Journeymap hasn't sensed other mod mobs, too, so that's probably it.
I'll see if I can contact them on their thread and get someone else to post it...
Oooh, I can't wait! Looking forward to it!