Ok. I can understand that it is annoying to add many similar entities, I will check if a wildcard can be easily integrated into the current system. However, it is unusual that many/all entities have the same blood value.
If will check Ancient Warfare's source, maybe it is easier to add the values programmatically, even though it would be more hard coded then.
Would you like to share your current values for entities from both mods and suggestions for the remaining ones?
I don't have the values yet, my plan is to set all of the Ancient Warfare npc's to 15 so they'd be like villagers, thought about maybe setting the bandit and pirate leaders to 20. As for Animania, I was just going to set them to the same values as the vanilla farm mobs. The reason I don't have the values yet is because I've been trying to find conflicts or problems between mods in the modpack I'm putting together. As well as just changing general configs to get the style of play I'm aiming for.
I did have an idea for a suggestion though, what about a toggle-able config option to automatically add mobs and values based on the entities size? Excluding bosses of course and and any entities with the undead tag. But could use village/player size as a baseline for a value of 15, larger mobs would have higher values, and smaller would have lower values. And could be that once a entities gets too small it doesn't give any value, Mo' Creatures for example adds a handful of insects and small creatures like snails, but also larger entities like elephants and manticores.
The .txt document that is used to customly add entities and values could still work as a way of fine-tuning values if one decided to, and could also have a blacklist to remove any entities that were automatically added that you feel shouldn't have a value, such as a spirit or something that doesn't have the undead tag, or an entities that wouldn't have any blood like a jellyfish.
Either way I'd love to hear what you think of the idea.
My suggestion was more a 4 state system (hunter controlled, hunter controlled and protected by a player, vampire controlled, vampire controlled protected by a player) with the non protected villages being easy to take over, so even if they are hunter by default (or most of them) it wouldn't have that much of an impact.
But after thinking about it a little longer, TheBeastCH's three states are probably more reasonable. Or should there still be a protected state for each faction? (might get even more complex)
As Picho suggested I think it would be cool if a small percentage already controlled by a faction on world gen (maybe also affect the buildings).
Config options for all these kind of things are of course mandatory, but maybe we can find an additional way to configure some things as I don't think many players dig around in the config. Maybe it is possible to integrate one or two options in the world creation menu. Players could e.g. choose the default village status there. Maybe it is also possible to dynamically calculate the probability for newly explored villages based on the players that are currently online (increased chance of hostile factions).
About the raids: Personally I hold the vanilla raids cheap. The Zombies just knock against the door during night (at least on normal difficulty) and that's it. I never see anything interesting happening (even though some villagers might die out of sight)
Main issue is balancing the attacks since you don't really want the raids to kill all your villagers.
With only three states there won't be the requirement of renewing the control, but we could still add some way to temporarily (but long lasting) boost the village's strength and friendliness).
I will have to investigate how well the background simulations can work as we don't want to forcefully keep any villages, chunks or entities loaded, but still want to effect them without the player noticing (preferably not even when tp-ing there).
We also need to think how to exactly take over/ free a village.
A few general notes last:
- Even though it goes into the direction of a strategy game it will be far from the accuracy, level of detailed and actual gameplay depth of a real one. Which is a good and a bad thing
- We don't want to affect players not actively playing this mod too much. (People tend to create huge modpacks for unknown reasons)
- Keep gameplay-wise mod compatibility (without the need of any integrations). E.g. mods adding important villagers or buildings.
Also I would like to try to use as many (new) blocks/items for this. a) To make the mechanics more "visible" Vampirism has relatively few added blocks (for it's size)
Thank you for your feedback. Please excuse my lazy formatting etc.
I like the idea of a village totem (block)(like a flag maybe), in this case we would have 3 totems: vampire, hunter and neutral totems that decide the control of the village. Maybe by placing this totem in the village area it will decide the control for such village. So depending on the totem placed the village would naturally populate with the corresponding entities, hunters or vamps that coexists with the villagers. This way its not much of an automated process that takes up server/pc resources to work.
Like I always say thank you so much for this Mod, it makes Minecraft 1000x better for me.Before playing this amazing Vampirism Mod I was using the now outdated Witchery Mod: Vampirism (https://sites.google.com/site/witcherymod/vampirism) and I really liked how it worked. I would like to break it down and gather some ideas from it as it really fulfilled my need for a vampire role in the hopes to offer suggestions and ideas to the creator. I will avoid anything we have already implemented that I enjoy.
**Weaknesses:
Seems we wanted more blocks: Vampires have an aversion to garlic, a common defense against vampires is to create garlands of garlic bulbs and hang them around ones home. Vampires shy away from garlic, and cannot touch the garlands. So in this case these are blocks that repel vampires and can not be broken or removed by such offering protection to homes and buildings. You can see further information on that website with also a crafting for garlands.
I like the idea of losing all your blood first before the sun starts to take away your actual health. Think of this as your regenerative powers need blood to work so it burns through it before you start to actually die down. Also the sun border around the screen is a very awesome idea but being too solid breaks away from the immersion so I would like to see it more faded and thin around the screen border, so you know its there but its not breaking away the immersion.
**Strengths:
Upon becoming a vampire, a player will acquire the following abilities:
-Immunity to poison and disease
-Sense Blood (looking at a victim will show how much blood they have available) The fangs that come up when facing a victim currently can have a meter implemented into them so they reflect this information. Example: Each fang would be 1/4 of the victims blood pool.
-Immunity to most of forms of death except by fire
-Hunger regen from Blood Pool (if the hunger bar ever empties and there is no blood to fill it, the vampire will receive massive weakness and slowness debuffs)
-Eating normal food instantly causes extreme hunger
-Fire resistance does not work
-As a vampire player raises in level their abilities increase, each level increases the amount of blood they can store in their Blood Pool and the amount of damage they can do.
I really liked how this mod worked and it seemed well balanced. I like the ability to make it rain in order to obscure the sun, or maybe even cause an eclipse at the cost of great blood.
I would also like to be able to drink directly from the blood tank/reserves. Instead of putting into bottle then drink from bottle. Maybe by pressing the drink "V" on the blood reserves would allow you to drink from them. This way if we want to se up a blood bank in our homes we don't need to move liquids around too much.
Currently the skill tree seems a bit chunky, I would like to see in the future more and smaller skills and some special skills that require a quest to acquire. The same way Witchery makes you level up by special tasks.
I really think this old mod can offer great ideas. Thank you so much for reading my suggestions cant wait to see where the nurture takes us!
I really like the idea of a vampire clan/hunter HQ kind of gameplay. In the Witchery old mod I enjoyed having vampire members who would fill an altar at night with blood when they come back from hunting. Maybe have specific requirements to run a clan like having to place down a coffin for each vampire clan member, covered from the sun, etc. These members could level up on their own to a certain level of power like a very basic ranking system for them ranks 1-5 vampire. Maybe to have a vampire clan we need to defeat a vampire world boss that then grants the status of vampire lord that enables you to then make a clan as well as a special skill like "Clan Force: all clans members come to your defence and attack with you (this would be good for the taking over a village ideas above).
Would you like to share your current values for entities from both mods and suggestions for the remaining ones?
Welp, I didn't have it 7 hours ago but I went ahead and did values for Ancient Warefare. I have basic mobs at a value of 15 (like villagers) elites mobs at 18, leaders at 20, and elite leaders at 22. figured the stronger they are the more blood they could cough up. I decided to share it as a Spoiler because it's a rather long list and would make the post stretch a lot lol.
Well.... I eventually got around to doing values for the Animania mobs I have adult and children mobs separated, and the values of children mobs are half the value of the adults rounded down.
My suggestion was more a 4 state system (hunter controlled, hunter controlled and protected by a player, vampire controlled, vampire controlled protected by a player) with the non protected villages being easy to take over, so even if they are hunter by default (or most of them) it wouldn't have that much of an impact.
But after thinking about it a little longer, TheBeastCH's three states are probably more reasonable. Or should there still be a protected state for each faction? (might get even more complex)
I don't really think that every state should have an additional "Player protected" state. And if so, normal players who are neither hunters nor vampires should be able to protect Villages too, making that a 6 states systhem, and to me, that sounds too complicated.
As Picho suggested I think it would be cool if a small percentage already controlled by a faction on world gen (maybe also affect the buildings).
I agree
Config options for all these kind of things are of course mandatory, but maybe we can find an additional way to configure some things as I don't think many players dig around in the config. Maybe it is possible to integrate one or two options in the world creation menu. Players could e.g. choose the default village status there. Maybe it is also possible to dynamically calculate the probability for newly explored villages based on the players that are currently online (increased chance of hostile factions).
If this is possible, great. But I imagine it would come into conflict potential.
About the raids: Personally I hold the vanilla raids cheap. The Zombies just knock against the door during night (at least on normal difficulty) and that's it. I never see anything interesting happening (even though some villagers might die out of sight)
Main issue is balancing the attacks since you don't really want the raids to kill all your villagers.
With only three states there won't be the requirement of renewing the control, but we could still add some way to temporarily (but long lasting) boost the village's strength and friendliness). I would suggest that it would work with blocks that could be filled and refilled with either blood or garlic. The buff would scale according to how many villagers there are. Having no villagers at all in the area would generate no effect. If the Village is not under control of the right faction would neither. If the village is under the right faction control, the buff would be increasingly stronger the more villagers are inside the village. For Vampires, it would make their blood replenish faster, increase the maximum amount of blood and reduce the rate at wich they become angry. Also it could affect the trades for villagers that are vampires as well. (If the villagers are vampires themselves, they use blood bottles as currency rather than emeralds and trade with vampire related items. Also, I don't think vampire players should be able to trade with normal villagers unless they use disguise. That is regardless of the buff or control over a village. Thats why I put it in brackets)
For Hunters, it makes Villagers be immune to bites (vampires recieve the garlic effect) and cannor be turned, as well as they offer better trades and additional hunter-related trades.
I will have to investigate how well the background simulations can work as we don't want to forcefully keep any villages, chunks or entities loaded, but still want to effect them without the player noticing (preferably not even when tp-ing there).
I agree.
We also need to think how to exactly take over/ free a village.
Picho had an Idea about flags or totems I quite liked. In his suggestion, the villages are taken over by placing them, but having multiple totems like that placed in one village could have negative concequences I cannot forsee
What about it is one very tall object that spawns in every village, can be easily spotted, has 3 states, changes its stat when punced depending on who it punches it, and after a cooldown, the stat of the vilage changes too. (Raids should go after the Block, NPC Vampires and NPC Hunters abbility to use it, however, is deactivated by default and can be activated individually)
- If a Vampire NPC or a Vampire Player punches it, it changes to vampire and makes the village change to vampire.
- If a Hunter Player or a Hunter NPC punches it, it changes to hunter and makes the village change to hunter.
- if a normal Player (Neither a Vampire nor a Hunter) punches it, it changes to neutral and makes the village change to neutral.
A few general notes last:
- Even though it goes into the direction of a strategy game it will be far from the accuracy, level of detailed and actual gameplay depth of a real one. Which is a good and a bad thing
True, but I still think that if someone wants to play like this was a strategy game, they should be able to.
- We don't want to affect players not actively playing this mod too much. (People tend to create huge modpacks for unknown reasons)
- Keep gameplay-wise mod compatibility (without the need of any integrations). E.g. mods adding important villagers or buildings.
Also I would like to try to use as many (new) blocks/items for this. a) To make the mechanics more "visible" Vampirism has relatively few added blocks (for it's size)
Thank you for your feedback. Please excuse my lazy formatting etc.
Like I always say thank you so much for this Mod, it makes Minecraft 1000x better for me.Before playing this amazing Vampirism Mod I was using the now outdated Witchery Mod: Vampirism (https://sites.google.com/site/witcherymod/vampirism) and I really liked how it worked. I would like to break it down and gather some ideas from it as it really fulfilled my need for a vampire role in the hopes to offer suggestions and ideas to the creator. I will avoid anything we have already implemented that I enjoy.
**Weaknesses:
Seems we wanted more blocks: Vampires have an aversion to garlic, a common defense against vampires is to create garlands of garlic bulbs and hang them around ones home. Vampires shy away from garlic, and cannot touch the garlands. So in this case these are blocks that repel vampires and can not be broken or removed by such offering protection to homes and buildings. You can see further information on that website with also a crafting for garlands.
I support that idea.
I like the idea of losing all your blood first before the sun starts to take away your actual health. Think of this as your regenerative powers need blood to work so it burns through it before you start to actually die down. Also the sun border around the screen is a very awesome idea but being too solid breaks away from the immersion so I would like to see it more faded and thin around the screen border, so you know its there but its not breaking away the immersion.
I never found that yellow border unimmersive, but making it more transparent and rather white than yellow would actually improve it. Having the blood go down would mean the vampire starves before he recieves sun damage.
**Strengths:
Upon becoming a vampire, a player will acquire the following abilities:
-Immunity to poison and disease
Agreed, unless its garlic or anything vampire specific. Like blood being incompatible. Splash potion of poison should do nothing, but holy water still should.
-Sense Blood (looking at a victim will show how much blood they have available) The fangs that come up when facing a victim currently can have a meter implemented into them so they reflect this information. Example: Each fang would be 1/4 of the victims blood pool.
Depending on how much blood a mob has, the bar would go down much slower, but other than that, I like the Idea and I think it would improve this mod.
-Immunity to most of forms of death except by fire
That would break a lot of gameplay. Therefore no support.
-Hunger regen from Blood Pool (if the hunger bar ever empties and there is no blood to fill it, the vampire will receive massive weakness and slowness debuffs)
The hunger bar is already replaced by a blood bar that fills when drinking blood and empties over time with the same consequence as haveing an empty hunger bar. I fail to see how this would work or how it would improove this mod.
-Eating normal food instantly causes extreme hunger
Does eating normal food even do anything as of the current version? I never tried.
-Fire resistance does not work
Trlaslation: no more going to the nether outside of peaceful mode.
-As a vampire player raises in level their abilities increase, each level increases the amount of blood they can store in their Blood Pool and the amount of damage they can do.
Are you suggesting a longer thirst bar as the vampire levels up? Damage and moovement boost, I support, but what would a longer thirst bar be good for?
... Well now that I think about it, a longer thrist bar would reduce the risk of starving for high level vampires, and it would increase the amount of blood needed to be fully saturated.
I really liked how this mod worked and it seemed well balanced. I like the ability to make it rain in order to obscure the sun, or maybe even cause an eclipse at the cost of great blood. The Vampire power to make it rain was in a previous version of the mod. It required a high level and was removed for reasons unknown to me. I would like it to come back, but the fact that it was removed means that there is a reason why its not there and should not be there. Even if I don't know it.
I would also like to be able to drink directly from the blood tank/reserves. Instead of putting into bottle then drink from bottle. Maybe by pressing the drink "V" on the blood reserves would allow you to drink from them. This way if we want to se up a blood bank in our homes we don't need to move liquids around too much.
Good Idea. Support.
Currently the skill tree seems a bit chunky, I would like to see in the future more and smaller skills and some special skills that require a quest to acquire. The same way Witchery makes you level up by special tasks.
I like the skill tree the way it is. And adding special quests for additional skills sounds very complicating. It could potentially break multiplayer PVP.
I really think this old mod can offer great ideas. Thank you so much for reading my suggestions cant wait to see where the nurture takes us!
Don't take me wrong, I know about Witchery and I played with it before. I love the lore and the ideas, but I could never really get into the gameplay. I don't want to see Vampirism become a recreation of the vampires part of Witchery but to stay its own mod. I am quite sure Witchery still exists and was updated to 1.12.
Answers in Red
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
I really like the idea of a vampire clan/hunter HQ kind of gameplay. In the Witchery old mod I enjoyed having vampire members who would fill an altar at night with blood when they come back from hunting. Maybe have specific requirements to run a clan like having to place down a coffin for each vampire clan member, covered from the sun, etc. These members could level up on their own to a certain level of power like a very basic ranking system for them ranks 1-5 vampire. Maybe to have a vampire clan we need to defeat a vampire world boss that then grants the status of vampire lord that enables you to then make a clan as well as a special skill like "Clan Force: all clans members come to your defence and attack with you (this would be good for the taking over a village ideas above).
I like the Idea of a Clan. I suggested something like that myself several times.
However, as I am not really good at Minecraft combat and never defeated a boss, I think owning a special Block and having at least level 5 would be enough. The Block could be found in special dungeons like Vampire-Baron-Castles. It would make sense lore wise and vampire barons are foes I can handle.
There are still several ways of how a clan would actually work and what its NPC members would do.
Examples are:
- Gather blood and putting it in blood tanks if there is one.
- Trade with the Vampire Player.
- Follow the Vampire Player if asked for it and fighting alongside him similar to tamed wolves. *
- Defend the Lair and Land while he is away or helping him doing so while he is there.
- Go mining or do similar repetitive chores for the Player. *
The Ideas marked with * are for if the relationship between Player and NPCs is a Master-Servant one only. The Others work for when the clan members are equals as well.
Examples of how the clan could be formed, once the Player meets the requirements:
- Vampires freely join after a certain amount of time after the Player put down a certain Block or multiblock structure. (Clan Members are not Servant and Master)
- Vampire Minions follow the orders of the Player after their Baron is defeated instead of dying with him. (Clan Members are master and Servant)
- Every Vampire turned by the Player automatically joins, unless he is a Player too. (Clan Members could be Master and Servant or not)
- The Player has a method of forcefully subduing a vampire NPC and thereby adding him to the clan. (Clan members are Master and Servant)
- The Player can Buy Minions from Vampire Barons. (Clan Members are Master and Servant)
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Thanks for the reply, nice to see what others think. I really Enjoyed the Witchery Vampirism side and found it well balanced and well made. I liked the idea of running under the sun and lose blood than get nauseous and take damage, maybe this could be implemented into an optiontional passive skill in the future?
I don't think this vampirism mod needs to change to be more like how vampiers work in another mod - just use that other mod if thats what you want?.
One good idea though is being able to know how much blood villagers/animals/etc has left. I could have sworn an earlier version of the mod had that? Maybe it was an integration with waila?
Oh, being able to drink directly from a blood container might be good. Because full blood bottles dont stack, unlike foods, what i do now is carry around a few bottles with me and a full blood container - if Im out somewhere ill place the container, fill the bottles with it, then break the container and put back in my inventory, and repeat as I need the blood, lol.
Thanks for the reply, nice to see what others think. I really Enjoyed the Witchery Vampirism side and found it well balanced and well made. I liked the idea of running under the sun and lose blood than get nauseous and take damage, maybe this could be implemented into an optiontional passive skill in the future?
I think there is a skill that lets you take less damage from the sun. Not sure how it works, as I never used it.
Are vampire Players able to bite and turn normal players into Vampires?
Yes, they are. I don't know if PVP must be turned on for it to work, but I don't think it makes sense.
After all, Turning another Player can also be something that player asked for... But who knows. I didn't check.
While you are a Vampire, stand behind the other player while you bite.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Welp, I didn't have it 7 hours ago but I went ahead and did values for Ancient Warefare. I have basic mobs at a value of 15 (like villagers) elites mobs at 18, leaders at 20, and elite leaders at 22. figured the stronger they are the more blood they could cough up. I decided to share it as a Spoiler because it's a rather long list and would make the post stretch a lot lol.
Well.... I eventually got around to doing values for the Animania mobs I have adult and children mobs separated, and the values of children mobs are half the value of the adults rounded down.
For anyone interested in how I organized getting all the mob names, I made a screenshot of the Animania Pits:
The Smaller pen on the right is where the Child variants are.
Wow, that's a lot, thank you very much for taking the time and posting the values. I will include them in on of the next versions, probably in the main mod as it is just textfiles, so doesn't add any kind of dependency.
That's a nice field of animal you got there ^^
The idea of automatically calculating values is really good, not sure why we did not come up with that earlier. I guess there might be a chance of finding some exploits with specific mods, but if we add a way to disable it, it should work just fine.
Note: I don't have time to answer the huge amount of suggestion all at once so doing it in batches
I like the Idea of a Clan. I suggested something like that myself several times.
However, as I am not really good at Minecraft combat and never defeated a boss, I think owning a special Block and having at least level 5 would be enough. The Block could be found in special dungeons like Vampire-Baron-Castles. It would make sense lore wise and vampire barons are foes I can handle.
There are still several ways of how a clan would actually work and what its NPC members would do.
Examples are:
- Gather blood and putting it in blood tanks if there is one. I really like this idea.
- Trade with the Vampire Player. MCA does this I don't know how great it would be, plus would take more coding.
- Follow the Vampire Player if asked for it and fighting alongside him similar to tamed wolves. For this I would like to see a skill that triggers the clan or some of the clan to come to your aid.
- Defend the Lair and Land while he is away or helping him doing so while he is there. I love this, but worried about the creepers.
- Go mining or do similar repetitive chores for the Player. Honestly I would be happy with them helping to fill the blood tanks (if set up) in the clan base.
The Ideas marked with * are for if the relationship between Player and NPCs is a Master-Servant one only. The Others work for when the clan members are equals as well.
Examples of how the clan could be formed, once the Player meets the requirements:
- Vampires freely join after a certain amount of time after the Player put down a certain Block or multiblock structure. (Clan Members are not Servant and Master) I can see this easily implemented as the castle block is supposed to attract or spawn them?
- Vampire Minions follow the orders of the Player after their Baron is defeated instead of dying with him. (Clan Members are master and Servant)
- Every Vampire turned by the Player automatically joins, unless he is a Player too. (Clan Members could be Master and Servant or not)
- The Player has a method of forcefully subduing a vampire NPC and thereby adding him to the clan. (Clan members are Master and Servant)
- The Player can Buy Minions from Vampire Barons. (Clan Members are Master and Servant) I think this one is unnecessary from all the ways of acquiring vampire members above.
I have a question:
I've been searching for Dracula's castle in the game but I can't find it. In old versions I had found it once. How can I find it?
Hi thanks for posting here.
Unfortunately, the castle does not exist anymore, it has not been readded since the rewrite for MC 1.9+.
It is still planned to readd it, but I haven't come around to implement it yet :/
Note: Don't delete your posts, but rather add a comment on how to solve the issue ;-) or just strikethough it
Well it was about the configurations of the mod, whether through the mod menu on the game itself or the written file. After I posted the question it worked like a miracle, you know how life likes to do that to us sometimes. I was able to make configurations to the mod through the config option in game.
Regarding the villages, a few things I have not fully understood yet or which need more discussion:
If the village is controlled which effects happen
To the player and creatures (of the same faction)
?
To villagers?
Under vampire control
Become vampires as well? (Can't be bitten anymore, but why would they live under vampire control if they are not ones themselves)
Under hunter control
a few could become angry villagers
cure vampire villagers
General
Spawn creatures of the controlling faction (up to a certain threshold depending on village size)
How to take control?
If neutral
Use some block or block structure
Should be rather easy
If opposite faction
What do you have to do to free it?
Destroy block of course
Kill a certain amount of creatures?
Something else?
Should be rather difficult
Are there still villagers you can suck blood from (except in neutral villages)
I have started collection a some suggestions here, let me know if I put something in there you disagree with. I quickly loose track on these forums, too many suggestions ^^
I don't have the values yet, my plan is to set all of the Ancient Warfare npc's to 15 so they'd be like villagers, thought about maybe setting the bandit and pirate leaders to 20. As for Animania, I was just going to set them to the same values as the vanilla farm mobs. The reason I don't have the values yet is because I've been trying to find conflicts or problems between mods in the modpack I'm putting together. As well as just changing general configs to get the style of play I'm aiming for.
I did have an idea for a suggestion though, what about a toggle-able config option to automatically add mobs and values based on the entities size? Excluding bosses of course and and any entities with the undead tag. But could use village/player size as a baseline for a value of 15, larger mobs would have higher values, and smaller would have lower values. And could be that once a entities gets too small it doesn't give any value, Mo' Creatures for example adds a handful of insects and small creatures like snails, but also larger entities like elephants and manticores.
The .txt document that is used to customly add entities and values could still work as a way of fine-tuning values if one decided to, and could also have a blacklist to remove any entities that were automatically added that you feel shouldn't have a value, such as a spirit or something that doesn't have the undead tag, or an entities that wouldn't have any blood like a jellyfish.
Either way I'd love to hear what you think of the idea.
I like the idea of a village totem (block)(like a flag maybe), in this case we would have 3 totems: vampire, hunter and neutral totems that decide the control of the village. Maybe by placing this totem in the village area it will decide the control for such village. So depending on the totem placed the village would naturally populate with the corresponding entities, hunters or vamps that coexists with the villagers. This way its not much of an automated process that takes up server/pc resources to work.
Like I always say thank you so much for this Mod, it makes Minecraft 1000x better for me.Before playing this amazing Vampirism Mod I was using the now outdated Witchery Mod: Vampirism (https://sites.google.com/site/witcherymod/vampirism) and I really liked how it worked. I would like to break it down and gather some ideas from it as it really fulfilled my need for a vampire role in the hopes to offer suggestions and ideas to the creator. I will avoid anything we have already implemented that I enjoy.
**Weaknesses:
Seems we wanted more blocks: Vampires have an aversion to garlic, a common defense against vampires is to create garlands of garlic bulbs and hang them around ones home. Vampires shy away from garlic, and cannot touch the garlands. So in this case these are blocks that repel vampires and can not be broken or removed by such offering protection to homes and buildings. You can see further information on that website with also a crafting for garlands.
I like the idea of losing all your blood first before the sun starts to take away your actual health. Think of this as your regenerative powers need blood to work so it burns through it before you start to actually die down. Also the sun border around the screen is a very awesome idea but being too solid breaks away from the immersion so I would like to see it more faded and thin around the screen border, so you know its there but its not breaking away the immersion.
**Strengths:
Upon becoming a vampire, a player will acquire the following abilities:
-Immunity to poison and disease
-Sense Blood (looking at a victim will show how much blood they have available) The fangs that come up when facing a victim currently can have a meter implemented into them so they reflect this information. Example: Each fang would be 1/4 of the victims blood pool.
-Immunity to most of forms of death except by fire
-Hunger regen from Blood Pool (if the hunger bar ever empties and there is no blood to fill it, the vampire will receive massive weakness and slowness debuffs)
-Eating normal food instantly causes extreme hunger
-Fire resistance does not work
-As a vampire player raises in level their abilities increase, each level increases the amount of blood they can store in their Blood Pool and the amount of damage they can do.
I really liked how this mod worked and it seemed well balanced. I like the ability to make it rain in order to obscure the sun, or maybe even cause an eclipse at the cost of great blood.
I would also like to be able to drink directly from the blood tank/reserves. Instead of putting into bottle then drink from bottle. Maybe by pressing the drink "V" on the blood reserves would allow you to drink from them. This way if we want to se up a blood bank in our homes we don't need to move liquids around too much.
Currently the skill tree seems a bit chunky, I would like to see in the future more and smaller skills and some special skills that require a quest to acquire. The same way Witchery makes you level up by special tasks.
I really think this old mod can offer great ideas. Thank you so much for reading my suggestions cant wait to see where the nurture takes us!
I really like the idea of a vampire clan/hunter HQ kind of gameplay. In the Witchery old mod I enjoyed having vampire members who would fill an altar at night with blood when they come back from hunting. Maybe have specific requirements to run a clan like having to place down a coffin for each vampire clan member, covered from the sun, etc. These members could level up on their own to a certain level of power like a very basic ranking system for them ranks 1-5 vampire. Maybe to have a vampire clan we need to defeat a vampire world boss that then grants the status of vampire lord that enables you to then make a clan as well as a special skill like "Clan Force: all clans members come to your defence and attack with you (this would be good for the taking over a village ideas above).
Welp, I didn't have it 7 hours ago but I went ahead and did values for Ancient Warefare. I have basic mobs at a value of 15 (like villagers) elites mobs at 18, leaders at 20, and elite leaders at 22. figured the stronger they are the more blood they could cough up. I decided to share it as a Spoiler because it's a rather long list and would make the post stretch a lot lol.
#AncientWarfare
ancientwarfarenpc:bandit.archer=15
ancientwarfarenpc:bandit.archer.elite=18
ancientwarfarenpc:bandit.bard=15
ancientwarfarenpc:bandit.cavalry=15
ancientwarfarenpc:bandit.civilian.female=15
ancientwarfarenpc:bandit.civilian.male=15
ancientwarfarenpc:bandit.leader=20
ancientwarfarenpc:bandit.leader.elite=22
ancientwarfarenpc:bandit.mounted_archer=15
ancientwarfarenpc:bandit.priest=15
ancientwarfarenpc:bandit.soldier=15
ancientwarfarenpc:bandit.soldier.elite=18
ancientwarfarenpc:bandit.trader=15
ancientwarfarenpc:desert.archer=15
ancientwarfarenpc:desert.archer.elite=18
ancientwarfarenpc:desert.bard=15
ancientwarfarenpc:desert.cavalry=15
ancientwarfarenpc:desert.civilian.female=15
ancientwarfarenpc:desert.civilian.male=15
ancientwarfarenpc:desert.leader=20
ancientwarfarenpc:desert.leader.elite=22
ancientwarfarenpc:desert.mounted_archer=15
ancientwarfarenpc:desert.priest=15
ancientwarfarenpc:desert.soldier=15
ancientwarfarenpc:desert.soldier.elite=18
ancientwarfarenpc:desert.trader=15
ancientwarfarenpc:native.archer=15
ancientwarfarenpc:native.archer.elite=18
ancientwarfarenpc:native.bard=15
ancientwarfarenpc:native.cavalry=15
ancientwarfarenpc:native.civilian.female=15
ancientwarfarenpc:native.civilian.male=15
ancientwarfarenpc:native.leader=20
ancientwarfarenpc:native.leader.elite=22
ancientwarfarenpc:native.mounted_archer=15
ancientwarfarenpc:native.priest=15
ancientwarfarenpc:native.soldier=15
ancientwarfarenpc:native.soldier.elite=18
ancientwarfarenpc:native.trader=15
ancientwarfarenpc:pirate.archer=15
ancientwarfarenpc:pirate.archer.elite=18
ancientwarfarenpc:pirate.bard=15
ancientwarfarenpc:pirate.cavalry=15
ancientwarfarenpc:pirate.civilian.female=15
ancientwarfarenpc:pirate.civilian.male=15
ancientwarfarenpc:pirate.leader=20
ancientwarfarenpc:pirate.leader.elite=22
ancientwarfarenpc:pirate.mounted_archer=15
ancientwarfarenpc:pirate.priest=15
ancientwarfarenpc:pirate.soldier=15
ancientwarfarenpc:pirate.soldier.elite=18
ancientwarfarenpc:pirate.trader=15
ancientwarfarenpc:viking.archer=15
ancientwarfarenpc:viking.archer.elite=18
ancientwarfarenpc:viking.bard=15
ancientwarfarenpc:viking.cavalry=15
ancientwarfarenpc:viking.civilian.female=15
ancientwarfarenpc:viking.civilian.male=15
ancientwarfarenpc:viking.leader=20
ancientwarfarenpc:viking.leader.elite=22
ancientwarfarenpc:viking.mounted_archer=15
ancientwarfarenpc:viking.priest=15
ancientwarfarenpc:viking.soldier=15
ancientwarfarenpc:viking.soldier.elite=18
ancientwarfarenpc:viking.trader=15
#Animania_Adult
animania:cow_holstein=10
animania:bull_holstein=10
animania:cow_friesian=10
animania:bull_friesian=10
animania:cow_angus=10
animania:bull_angus=10
animania:cow_longhorn=10
animania:bull_longhorn=10
animania:cow_hereford=10
animania:bull_hereford=10
animania:hen_plymouth_rock=2
animania:rooster_plymouth_rock=2
animania:hen_leghorn=2
animania:rooster_leghorn=2
animania:hen_orpington=2
animania:rooster_orpington=2
animania:hen_rhode_island_red=2
animania:rooster_rhode_island_red=2
animania:hen_wyandotte=2
animania:rooster_wyandotte=2
animania:peahen_blue=3
animania:peacock_blue=3
animania:peahen_taupe=3
animania:peacock_taupe=3
animania:peahen_white=3
animania:peacock_white=3
animania:peahen_charcoal=3
animania:peacock_charcoal=3
animania:peahen_opal=3
animania:peacock_opal=3
animania:peahen_peach=3
animania:peacock_peach=3
animania:peahen_purple=3
animania:peacock_purple=3
animania:sow_yorkshire=5
animania:hog_yorkshire=5
animania:sow_old_spot=5
animania:hog_old_spot=5
animania:sow_large_black=5
animania:hog_large_black=5
animania:sow_large_white=5
animania:hog_large_white=5
animania:sow_duroc=5
animania:hog_duroc=5
animania:sow_hampshire=5
animania:hog_hampshire=5
animania:ferret_grey=1
animania:ferret_white=1
animania:stallion_draft=10
animania:mare_draft=10
animania:buck_alpine=5
animania:doe_alpine=5
animania:buck_angora=5
animania:doe_angora=5
animania:buck_fainting=5
animania:doe_fainting=5
animania:buck_kiko=5
animania:doe_kiko=5
animania:buck_kinder=5
animania:doe_kinder=5
animania:buck_nigerian_dwarf=5
animania:doe_nigerian_dwarf=5
animania:buck_pygmy=5
animania:doe_pygmy=5
animania:ram_friesian=5
animania:ewe_friesian=5
animania:ram_suffolk=5
animania:ewe_suffolk=5
animania:ram_dorper=5
animania:ewe_dorper=5
animania:ram_dorset=5
animania:ewe_dorset=5
animania:ram_jacob=5
animania:ewe_jacob=5
animania:ram_merino=5
animania:ewe_merino=5
animania:buck_cottontail=2
animania:doe_cottontail=2
animania:buck_chinchilla=2
animania:doe_chinchilla=2
animania:buck_dutch=2
animania:doe_dutch=2
animania:buck_havana=2
animania:doe_havana=2
animania:buck_jack=2
animania:doe_jack=2
animania:buck_lop=2
animania:doe_lop=2
animania:buck_new_zealand=2
animania:doe_new_zealand=2
animania:buck_rex=2
animania:doe_rex=2
#Animania_Young
animania:calf_holstein=5
animania:calf_friesian=5
animania:calf_angus=5
animania:calf_longhorn=5
animania:calf_hereford=5
animania:chick_plymouth_rock=1
animania:chick_leghorn=1
animania:chick_orpington=1
animania:chick_rhode_island_red=1
animania:chick_wyandotte=1
animania:peachick_blue=1
animania:peachick_taupe=1
animania:peachick_white=1
animania:peachick_charcoal=1
animania:peachick_opal=1
animania:peachick_peach=1
animania:peachick_purple=1
animania:piglet_yorkshire=2
animania:piglet_old_spot=2
animania:piglet_large_black=2
animania:piglet_large_white=2
animania:piglet_duroc=2
animania:piglet_hampshire=2
animania:foal_draft=5
animania:kid_alphine=2
animania:kid_faint=2
animania:kid_kiko=2
animania:kid_kinder=2
animania:kid_nigerian_dwarf=2
animania:kid_pygmy=2
animania:lamb_friesian=2
animania:lamb_suffolk=2
animania:lamb_dorper=2
animania:lamb_dorset=2
animania:lamb_jacob=2
animania:lamb_merino=2
animania:kit_cottontail=1
animania:kit_chinchilla=1
animania:kit_dutch=1
animania:kit_havana=1
animania:kit_jack=1
animania:kit_lop=1
animania:kit_new_zealand=1
animania:kit_rex=1
For anyone interested in how I organized getting all the mob names, I made a screenshot of the Animania Pits:
The Smaller pen on the right is where the Child variants are.
Answers in Red
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
I like the Idea of a Clan. I suggested something like that myself several times.
However, as I am not really good at Minecraft combat and never defeated a boss, I think owning a special Block and having at least level 5 would be enough. The Block could be found in special dungeons like Vampire-Baron-Castles. It would make sense lore wise and vampire barons are foes I can handle.
There are still several ways of how a clan would actually work and what its NPC members would do.
Examples are:
- Gather blood and putting it in blood tanks if there is one.
- Trade with the Vampire Player.
- Follow the Vampire Player if asked for it and fighting alongside him similar to tamed wolves. *
- Defend the Lair and Land while he is away or helping him doing so while he is there.
- Go mining or do similar repetitive chores for the Player. *
The Ideas marked with * are for if the relationship between Player and NPCs is a Master-Servant one only. The Others work for when the clan members are equals as well.
Examples of how the clan could be formed, once the Player meets the requirements:
- Vampires freely join after a certain amount of time after the Player put down a certain Block or multiblock structure. (Clan Members are not Servant and Master)
- Vampire Minions follow the orders of the Player after their Baron is defeated instead of dying with him. (Clan Members are master and Servant)
- Every Vampire turned by the Player automatically joins, unless he is a Player too. (Clan Members could be Master and Servant or not)
- The Player has a method of forcefully subduing a vampire NPC and thereby adding him to the clan. (Clan members are Master and Servant)
- The Player can Buy Minions from Vampire Barons. (Clan Members are Master and Servant)
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Thanks for the reply, nice to see what others think. I really Enjoyed the Witchery Vampirism side and found it well balanced and well made. I liked the idea of running under the sun and lose blood than get nauseous and take damage, maybe this could be implemented into an optiontional passive skill in the future?
Are vampire Players able to bite and turn normal players into Vampires?
I don't think this vampirism mod needs to change to be more like how vampiers work in another mod - just use that other mod if thats what you want?.
One good idea though is being able to know how much blood villagers/animals/etc has left. I could have sworn an earlier version of the mod had that? Maybe it was an integration with waila?
Oh, being able to drink directly from a blood container might be good. Because full blood bottles dont stack, unlike foods, what i do now is carry around a few bottles with me and a full blood container - if Im out somewhere ill place the container, fill the bottles with it, then break the container and put back in my inventory, and repeat as I need the blood, lol.
Yes, i think PvP has to be on for it to work though.
I think there is a skill that lets you take less damage from the sun. Not sure how it works, as I never used it.
Yes, they are. I don't know if PVP must be turned on for it to work, but I don't think it makes sense.
After all, Turning another Player can also be something that player asked for... But who knows. I didn't check.
While you are a Vampire, stand behind the other player while you bite.
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Wow, that's a lot, thank you very much for taking the time and posting the values. I will include them in on of the next versions, probably in the main mod as it is just textfiles, so doesn't add any kind of dependency.
That's a nice field of animal you got there ^^
The idea of automatically calculating values is really good, not sure why we did not come up with that earlier. I guess there might be a chance of finding some exploits with specific mods, but if we add a way to disable it, it should work just fine.
Note: I don't have time to answer the huge amount of suggestion all at once so doing it in batches
I really liked how the other mod worked and simply would like to gather ideas from its strong points to bring onto this new and better mod.
Hi thanks for posting here.
Unfortunately, the castle does not exist anymore, it has not been readded since the rewrite for MC 1.9+.
It is still planned to readd it, but I haven't come around to implement it yet :/
-=Deleted Post=-
Note: Don't delete your posts, but rather add a comment on how to solve the issue ;-) or just strikethough it
Well it was about the configurations of the mod, whether through the mod menu on the game itself or the written file. After I posted the question it worked like a miracle, you know how life likes to do that to us sometimes. I was able to make configurations to the mod through the config option in game.
-=Deleted Post=-
Note: Don't delete your posts, but rather add a comment on how to solve the issue ;-) or just strikethough it
Regarding the villages, a few things I have not fully understood yet or which need more discussion:
I have started collection a some suggestions here, let me know if I put something in there you disagree with. I quickly loose track on these forums, too many suggestions ^^