The Meaning of Life, the Universe, and Everything.
Join Date:
2/21/2017
Posts:
42
Member Details
This is less of a suggestion and more of a bug report in nature but anywho.
"Is there a way for this mod to work without it forcing the player's UUID to be changed?"
The reason i ask is because a lot of popular mods such as Ice and fire, Mo'Creatures, Lycanites Mobs, add in new mobs for the player to fight and tame. Most of which make's use of the player's UUID at the time of entering the created world as its means of Identifying the creature's owner once tamed. -- Lycanites mobs for example being one of the larger mods that this UUID change from Vampirism essentially breaks use of the entire mod after becoming a vampire or vampire hunter.
If there's not a way around this then i guess it can't be helped, but i figured i would ask into it anyways, as it seems that whatever is going on in the background with those UUID changes from this mod aren't being updated for the rest of the in game world; rendering all other mods that are dependent on the UUID to be otherwise nonfunctional in some of their major aspects. I thought this should be brought to your attention at any rate.
I've highly enjoy this mod btw; and that's why i would love to see it become more mod friendly in the compatibility sense.
vampire players could bite other vampire players for infinite blood.
I'm not sure if you're supposed to be able to bite hunter players with hunter armor equpiped, because one of the main purposes of the armor is to prevent vampires from biting you and punish those that do.
To prevent vampires from using their powers or biting at spawn is it possible to add a server permission? Maybe something like vampirism.actions.bite?
The permission thingy is a frequently requested feature. However, there does not seem to be a functional bridge between Forge mods and Sponge/Bukkit/Whatever. Until Sponge or another server framework supports the Forge permission system, there is not much I can do.
This is less of a suggestion and more of a bug report in nature but anywho.
"Is there a way for this mod to work without it forcing the player's UUID to be changed?"
The reason i ask is because a lot of popular mods such as Ice and fire, Mo'Creatures, Lycanites Mobs, add in new mobs for the player to fight and tame. Most of which make's use of the player's UUID at the time of entering the created world as its means of Identifying the creature's owner once tamed. -- Lycanites mobs for example being one of the larger mods that this UUID change from Vampirism essentially breaks use of the entire mod after becoming a vampire or vampire hunter.
If there's not a way around this then i guess it can't be helped, but i figured i would ask into it anyways, as it seems that whatever is going on in the background with those UUID changes from this mod aren't being updated for the rest of the in game world; rendering all other mods that are dependent on the UUID to be otherwise nonfunctional in some of their major aspects. I thought this should be brought to your attention at any rate.
I've highly enjoy this mod btw; and that's why i would love to see it become more mod friendly in the compatibility sense.
I am not aware of Vampirism changing the player UUID in any way :|
How did you determine that Vampirism is doing such (stupid) thing?
Just wondering, if I disable Hunter camp spawning will Hunters still spawn in villages or no? Cause I wanna play this mod without all the random Hunter camps, but still want all features to be available.
Rollback Post to RevisionRollBack
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Just wondering, if I disable Hunter camp spawning will Hunters still spawn in villages or no? Cause I wanna play this mod without all the random Hunter camps, but still want all features to be available.
Sorry for the late reply, sweet thanks. I'll just disable that setting whenever I decide to play this again. The frequency of the camps was really getting on my nerves lol.
Rollback Post to RevisionRollBack
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Loving the mod with my girlfriend and I. Any plans on releasing 1.4 for version 1.10.2?
*Edit*
I also read your Patreon, I disagree that Vampires shouldn't wear armor though I would agree that they should get perhaps less direct benefits from it. I'd imagine that as a Vampire rings, amulets, anything magical would be your mainstay for personal ability with aesthetics being your primary focus. For Hunters this is even more so as you would need to be agile in order to parry the unrelenting force that is the Vampire.
What're the list of action IDs, so that I might use the command /vampirism bind-action 1/2 xx, been looking everywhere for the action IDs in the mod and I can't tell what "tab" the tooltip;
You can bind custom actions (e.g bat mode) to the two available action keys (see keybindings). Use tab to see available actions.
What're the list of action IDs, so that I might use the command /vampirism bind-action 1/2 xx, been looking everywhere for the action IDs in the mod and I can't tell what "tab" the tooltip;
You can bind custom actions (e.g bat mode) to the two available action keys (see keybindings). Use tab to see available actions.
means
On my keyboard, it's the key right above Caps Lock.
Rollback Post to RevisionRollBack
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
On my keyboard, it's the key right above Caps Lock.
Yes, funny, moving on; do I have to press tab while inputting the command or something? because I tried pressing it several different times on different occasions and whatnot, but I still can't get the IDs.
Edit: retried pressing tab while inputting the command, still doesn't show anything
Might want to ask for clarification from the mod developer then. Could be he forgot to change some obscure bit of code somewhere, or you're just doing something wrong and IDK what.
Rollback Post to RevisionRollBack
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Yes, funny, moving on; do I have to press tab while inputting the command or something? because I tried pressing it several different times on different occasions and whatnot, but I still can't get the IDs.
Edit: retried pressing tab while inputting the command, still doesn't show anything
Make sure you are using Vampirism 1.4+
Type "/vampirism bind-action 1 " then press tab.
Make sure you are using Vampirism 1.4+
Type "/vampirism bind-action 1 " then press tab.
Using the latest vampirism (1.4+), with other mods and without it.
tried it, apparently works for my friend, I got the IDs eitherway. Trying to find out why it doesn't work on my end.
So I was using the mod with a few other mods and as soon as I entered a vampire forest my game crashed is this an error with the vampirism mod itself or is another mod causing this? Also im inserting the crash report below.
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) MicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.174.jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) llibrary (llibrary-1.7.9-1.12.2.jar) Do not report to Forge! Remove FoamFixAPI (or replace with FoamFixAPI-Lawful) and try again. (foamfix-0.9.9.1-1.12.2-anarchy.jar) IvToolkit (IvToolkit-1.3.3-1.12.jar) TANLoadingPlugin (ToughAsNails-1.12.2-3.1.0.84-universal.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.22.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar)Contact their authors BEFORE contacting forge
// Hey, that tickles! Hehehe!
Time: 5/13/18 11:11 AMDescription: Exception ticking world
java.lang.NullPointerException: Exception ticking world at net.minecraft.world.WorldEntitySpawner.func_77192_a(WorldEntitySpawner.java:229) at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:203) at WorldServerOF.func_72835_b(WorldServerOF.java:37) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:754) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524) at java.lang.Thread.run(Thread.java:745)
Ok, first off, great mod. I set up a private server with a few of my friends, divided us up into vampires and hunters, and let the war commence. This is a truly great mod.
That being said, I have one suggestion. You know the sunscreen ability? Well, maybe you can change it to "aura of darkness" or "shadow walk" or something like that, and cover the vampire in dark particles. That way, instead of just wearing sunscreen, which seemed a little strange, a strong vampire would have a power that allowed him to walk briefly in the sun. I think it would really help the rp astetic.
That being said, I have one suggestion. You know the sunscreen ability? Well, maybe you can change it to "aura of darkness" or something like that, and cover the vampire in dark particles. That way, instead of just wearing sunscreen, which seemed a little strange, a strong vampire would have a power that allowed him to walk briefly in the sun. I think it would really help the rp astetic.
Also, is it possible you can make it so configure the red eyes, to adjust where they are? They look awesome, but with some skins, they're off by a spot or two. It would be a cool addition, I think. (Unless there is already a way to do this, in config or something, that I don't know about?)
There is a command that lets you try out like 5 or 6 different red eyes (or maybe even dont have them at all?) its something like /vampirism eye # (where # is a number) I might be a bit off on the command. I think its in the FAQ.
Hunter Blood potions seem underpowered. Why would I risk all those debuffs when I could just use vanilla potions for most of the effects I can get from these? Sure there's odd stuff like Health Boost or lvl 3 effects from time to time, but not anywhere near often enough to justify the debuffs I get, even fully specced into potion crafting!
Rollback Post to RevisionRollBack
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
That being said, I have one suggestion. You know the sunscreen ability? Well, maybe you can change it to "aura of darkness" or "shadow walk" or something like that, and cover the vampire in dark particles. That way, instead of just wearing sunscreen, which seemed a little strange, a strong vampire would have a power that allowed him to walk briefly in the sun. I think it would really help the rp astetic.
So I was using the mod with a few other mods and as soon as I entered a vampire forest my game crashed is this an error with the vampirism mod itself or is another mod causing this? Also im inserting the crash report below.
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) MicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.174.jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) llibrary (llibrary-1.7.9-1.12.2.jar) Do not report to Forge! Remove FoamFixAPI (or replace with FoamFixAPI-Lawful) and try again. (foamfix-0.9.9.1-1.12.2-anarchy.jar) IvToolkit (IvToolkit-1.3.3-1.12.jar) TANLoadingPlugin (ToughAsNails-1.12.2-3.1.0.84-universal.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.22.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar)Contact their authors BEFORE contacting forge
// Hey, that tickles! Hehehe!
Time: 5/13/18 11:11 AMDescription: Exception ticking world
java.lang.NullPointerException: Exception ticking world at net.minecraft.world.WorldEntitySpawner.func_77192_a(WorldEntitySpawner.java:229) at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:203) at WorldServerOF.func_72835_b(WorldServerOF.java:37) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:754) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524) at java.lang.Thread.run(Thread.java:745)
This is definitively caused by either one of the listed core mods or optifine. I can't guarantee that Vampirism is not involved, but the original issue is in one of these mods. Because I have no idea how they modify the game I cannot debug this further.
Hunter Blood potions seem underpowered. Why would I risk all those debuffs when I could just use vanilla potions for most of the effects I can get from these? Sure there's odd stuff like Health Boost or lvl 3 effects from time to time, but not anywhere near often enough to justify the debuffs I get, even fully specced into potion crafting!
Yes, I agree, I am currently thinking/asking for suggestions how to improve these potions.
This is less of a suggestion and more of a bug report in nature but anywho.
"Is there a way for this mod to work without it forcing the player's UUID to be changed?"
The reason i ask is because a lot of popular mods such as Ice and fire, Mo'Creatures, Lycanites Mobs, add in new mobs for the player to fight and tame. Most of which make's use of the player's UUID at the time of entering the created world as its means of Identifying the creature's owner once tamed. -- Lycanites mobs for example being one of the larger mods that this UUID change from Vampirism essentially breaks use of the entire mod after becoming a vampire or vampire hunter.
If there's not a way around this then i guess it can't be helped, but i figured i would ask into it anyways, as it seems that whatever is going on in the background with those UUID changes from this mod aren't being updated for the rest of the in game world; rendering all other mods that are dependent on the UUID to be otherwise nonfunctional in some of their major aspects. I thought this should be brought to your attention at any rate.
I've highly enjoy this mod btw; and that's why i would love to see it become more mod friendly in the compatibility sense.
The permission thingy is a frequently requested feature. However, there does not seem to be a functional bridge between Forge mods and Sponge/Bukkit/Whatever. Until Sponge or another server framework supports the Forge permission system, there is not much I can do.
I am not aware of Vampirism changing the player UUID in any way :|
How did you determine that Vampirism is doing such (stupid) thing?
Different topic:
Bugfix version released
1.12.2: 1.4.1
https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2558322
Just wondering, if I disable Hunter camp spawning will Hunters still spawn in villages or no? Cause I wanna play this mod without all the random Hunter camps, but still want all features to be available.
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Yes, they will still spawn in villages
Sorry for the late reply, sweet thanks. I'll just disable that setting whenever I decide to play this again. The frequency of the camps was really getting on my nerves lol.
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Loving the mod with my girlfriend and I. Any plans on releasing 1.4 for version 1.10.2?
*Edit*
I also read your Patreon, I disagree that Vampires shouldn't wear armor though I would agree that they should get perhaps less direct benefits from it. I'd imagine that as a Vampire rings, amulets, anything magical would be your mainstay for personal ability with aesthetics being your primary focus. For Hunters this is even more so as you would need to be agile in order to parry the unrelenting force that is the Vampire.
What're the list of action IDs, so that I might use the command /vampirism bind-action 1/2 xx, been looking everywhere for the action IDs in the mod and I can't tell what "tab" the tooltip;
You can bind custom actions (e.g bat mode) to the two available action keys (see keybindings). Use tab to see available actions.
means
On my keyboard, it's the key right above Caps Lock.
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Yes, funny, moving on; do I have to press tab while inputting the command or something? because I tried pressing it several different times on different occasions and whatnot, but I still can't get the IDs.
Edit: retried pressing tab while inputting the command, still doesn't show anything
Might want to ask for clarification from the mod developer then. Could be he forgot to change some obscure bit of code somewhere, or you're just doing something wrong and IDK what.
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Make sure you are using Vampirism 1.4+
Type "/vampirism bind-action 1 " then press tab.
No plans for that.
tried it, apparently works for my friend, I got the IDs eitherway. Trying to find out why it doesn't work on my end.
So I was using the mod with a few other mods and as soon as I entered a vampire forest my game crashed is this an error with the vampirism mod itself or is another mod causing this? Also im inserting the crash report below.
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) MicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.174.jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) llibrary (llibrary-1.7.9-1.12.2.jar) Do not report to Forge! Remove FoamFixAPI (or replace with FoamFixAPI-Lawful) and try again. (foamfix-0.9.9.1-1.12.2-anarchy.jar) IvToolkit (IvToolkit-1.3.3-1.12.jar) TANLoadingPlugin (ToughAsNails-1.12.2-3.1.0.84-universal.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.22.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar)Contact their authors BEFORE contacting forge
// Hey, that tickles! Hehehe!
Time: 5/13/18 11:11 AMDescription: Exception ticking world
java.lang.NullPointerException: Exception ticking world at net.minecraft.world.WorldEntitySpawner.func_77192_a(WorldEntitySpawner.java:229) at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:203) at WorldServerOF.func_72835_b(WorldServerOF.java:37) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:754) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524) at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Thread: Server threadStacktrace: at net.minecraft.world.WorldEntitySpawner.func_77192_a(WorldEntitySpawner.java:229) at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:203) at WorldServerOF.func_72835_b(WorldServerOF.java:37)
-- Affected level --Details: Level name: New World All players: 1 total; [GCEntityPlayerMP['CheefHeesh'/429, l='New World', x=1003.01, y=69.00, z=996.39]] Chunk stats: ServerChunkCache: 820 Drop: 259 Level seed: 8053027879919606517 Level generator: ID 00 - default, ver 1. Features enabled: true Level generator options: Level spawn location: World: (240,64,248), Chunk: (at 0,4,8 in 15,15; contains blocks 240,0,240 to 255,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 7497 game time, 700 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 31475 (now: false), thunder time: 58035 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: trueStacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:754) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524) at java.lang.Thread.run(Thread.java:745)
-- System Details --Details: Minecraft Version: 1.12.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 1356157000 bytes (1293 MB) / 3221225472 bytes (3072 MB) up to 3221225472 bytes (3072 MB) JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP 9.42 Powered by Forge 14.23.3.2683 Optifine OptiFine_1.12.2_HD_U_D1 77 mods loaded, 77 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
| State | ID | Version | Source | Signature | |:--------- |:-------------------------- |:------------------------ |:------------------------------------------------ |:---------------------------------------- | | UCHIJAAAA | minecraft | 1.12.2 | minecraft.jar | None | | UCHIJAAAA | mcp | 9.42 | minecraft.jar | None | | UCHIJAAAA | FML | 8.0.99.99 | forge-1.12.2-14.23.3.2683.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHIJAAAA | forge | 14.23.3.2683 | forge-1.12.2-14.23.3.2683.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHIJAAAA | ivtoolkit | 1.3.3-1.12 | minecraft.jar | None | | UCHIJAAAA | micdoodlecore | | minecraft.jar | None | | UCHIJAAAA | openmodscore | 0.11.5 | minecraft.jar | None | | UCHIJAAAA | foamfixcore | 7.7.4 | minecraft.jar | None | | UCHIJAAAA | securitycraft | v1.8.4.1 | [1.12.x]+SecurityCraft+v1.8.4.1.jar | None | | UCHIJAAAA | orbis_api | 1.12.2-1.0.3 | orbis_api-1.12.2-1.0.3.jar | None | | UCHIJAAAA | aether | 1.12.2-1.0.3 | aether_ii-1.12.2-1.0.3.1.jar | None | | UCHIJAAAA | appliedenergistics2 | rv5-stable-11 | appliedenergistics2-rv5-stable-11.jar | None | | UCHIJAAAA | battletowers | 1.6.1 | BattleTowers-1.12.jar | None | | UCHIJAAAA | baubles | 1.5.2 | Baubles-1.12-1.5.2.jar | None | | UCHIJAAAA | guideapi | 1.12-2.1.5-60 | Guide-API-1.12-2.1.5-60.jar | None | | UCHIJAAAA | bloodmagic | 1.12.2-2.2.8-92 | BloodMagic-1.12.2-2.2.8-92.jar | None | | UCHIJAAAA | codechickenlib | 3.1.6.339 | CodeChickenLib-1.12.2-3.1.6.339-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | UCHIJAAAA | redstoneflux | 2.0.1 | RedstoneFlux-1.12-2.0.1.2-universal.jar | d4f1503fbacd9b9fb767720420c5395104239ec9 | | UCHIJAAAA | brandonscore | 2.4.2 | BrandonsCore-1.12-2.4.2.157-universal.jar | None | | UCHIJAAAA | chesttransporter | 2.8.8 | ChestTransporter-1.12.2-2.8.8.jar | None | | UCHIJAAAA | classiccombat | 1.0.0 | ClassicCombat-1.12-1.0.0.jar | None | | UCHIJAAAA | mantle | 1.12-1.3.2.24 | Mantle-1.12-1.3.2.24.jar | None | | UCHIJAAAA | endercore | 1.12.2-0.5.22 | EnderCore-1.12.2-0.5.22.jar | None | | UCHIJAAAA | jei | 4.9.1.165 | jei_1.12.2-4.9.1.165.jar | None | | UCHIJAAAA | enderio | 5.0.22 | EnderIO-1.12.2-5.0.22.jar | None | | UCHIJAAAA | enderiointegrationtic | 5.0.22 | EnderIO-1.12.2-5.0.22.jar | None | | UCHIJAAAA | tconstruct | 1.12.2-2.9.1.65 | TConstruct-1.12.2-2.9.1.65.jar | None | | UCHIJAAAA | conarm | 0.0.11-a | conarm-1.12.2-0.0.11-a.jar | 5d5b8aee896a4f5ea3f3114784742662a67ad32f | | UCHIJAAAA | customnpcs | 1.12 | CustomNPCs_1.12.2(20jan18).jar | None | | UCHIJAAAA | dimdoors | 3.0.9+287 | DimensionalDoors-3.0.9-287.jar | None | | UCHIJAAAA | draconicevolution | 2.3.11 | Draconic-Evolution-1.12-2.3.11.290-universal.jar | None | | UCHIJAAAA | ebwizardry | 4.1.1 | Electroblob's+Wizardry+-+4.1.1+-+MC+1.12.2.jar | None | | UCHIJAAAA | enderiobase | 5.0.22 | EnderIO-1.12.2-5.0.22.jar | None | | UCHIJAAAA | enderioconduits | 5.0.22 | EnderIO-1.12.2-5.0.22.jar | None | | UCHIJAAAA | enderiointegrationforestry | 5.0.22 | EnderIO-1.12.2-5.0.22.jar | None | | UCHIJAAAA | enderiointegrationticlate | 5.0.22 | EnderIO-1.12.2-5.0.22.jar | None | | UCHIJAAAA | enderiomachines | 5.0.22 | EnderIO-1.12.2-5.0.22.jar | None | | UCHIJAAAA | enderiopowertools | 5.0.22 | EnderIO-1.12.2-5.0.22.jar | None | | UCHIJAAAA | enderzoo | 1.12.1-1.4.0.49 | EnderZoo-1.12.1-1.4.0.49.jar | None | | UCHIJAAAA | erebus | 1.0.22 | Erebus-1.0.22.jar | None | | UCHIJAAAA | galacticraftcore | 4.0.1.174 | GalacticraftCore-1.12.2-4.0.1.174.jar | None | | UCHIJAAAA | galacticraftplanets | 4.0.1.174 | Galacticraft-Planets-1.12.2-4.0.1.174.jar | None | | UCHIJAAAA | mjrlegendslib | 1.12.2-1.1.3 | MJRLegendsLib-1.12.2-1.1.3.jar | b02331787272ec3515ebe63ecdeea0d746653468 | | UCHIJAAAA | extraplanets | 1.12.2-0.3.3 | ExtraPlanets-1.12.2-0.3.3.jar | b02331787272ec3515ebe63ecdeea0d746653468 | | UCHIJAAAA | zerocore | 1.12-0.1.2.1 | zerocore-1.12-0.1.2.1.jar | None | | UCHIJAAAA | bigreactors | 1.12.2-0.4.5.48 | ExtremeReactors-1.12.2-0.4.5.48.jar | None | | UCHIJAAAA | foamfix | 0.9.9.1-1.12.2 | foamfix-0.9.9.1-1.12.2-anarchy.jar | None | | UCHIJAAAA | geneticsreborn | 1.09 | geneticsreborn-1.12-1.09.jar | None | | UCHIJAAAA | ichunutil | 7.1.4 | iChunUtil-1.12.2-7.1.4.jar | None | | UCHIJAAAA | hats | 7.0.0 | Hats-1.12.2-7.0.2.jar | None | | UCHIJAAAA | waila | 1.8.25 | Hwyla-1.8.25-B40_1.12.jar | None | | UCHIJAAAA | llibrary | 1.7.9 | llibrary-1.7.9-1.12.2.jar | None | | UCHIJAAAA | iceandfire | 1.4.0 | iceandfire-1.4.0-1.12.2.jar | None | | UCHIJAAAA | inventorytweaks | 1.63+release.109.220f184 | InventoryTweaks-1.63.jar | 55d2cd4f5f0961410bf7b91ef6c6bf00a766dcbe | | UCHIJAAAA | ironbackpacks | 1.12.2-3.0.5-6 | IronBackpacks-1.12.2-3.0.5-6.jar | None | | UCHIJAAAA | ironchest | 1.12.2-7.0.42.827 | ironchest-1.12.2-7.0.42.827.jar | None | | UCHIJAAAA | journeymap | 1.12.2-5.5.2 | journeymap-1.12.2-5.5.2.jar | None | | UCHIJAAAA | lucky | 7.5.0 | LuckyBlock_1-12_v7-5-0.zip | None | | UCHIJAAAA | morph | 7.1.2 | Morph-1.12.2-7.1.2.jar | None
| | UCHIJAAAA | natura | 1.12.2-4.3.2.49 | natura-1.12.2-4.3.2.49.jar | None | | UCHIJAAAA | nex | 2.1.14.15 | NetherEx-1.12-2.1.14.15.jar | None | | UCHIJAAAA | openmods | 0.11.5 | OpenModsLib-1.12.2-0.11.5.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | UCHIJAAAA | openblocks | 1.7.6 | OpenBlocks-1.12.2-1.7.6.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | UCHIJAAAA | harvestcraft | 1.12.2t | Pam's+HarvestCraft+1.12.2t.jar | None | | UCHIJAAAA | pandorasbox | 2.1.6.2-1.12 | PandorasBox-2.1.6.2-1.12.jar | None | | UCHIJAAAA | projecte | 1.12-PE1.0.0 | ProjectE-1.12-PE1.2.0.jar | None | | UCHIJAAAA | twilightforest | 3.6.345 | twilightforest-1.12.2-3.6.345-universal.jar | None | | UCHIJAAAA | plustic | 6.4.0.0 | plustic-6.4.0.0.jar | None | | UCHIJAAAA | roguelike | 1.8.0 | RoguelikeDungeons-1.12.2-1.8.0.jar | None | | UCHIJAAAA | sync | 7.0.2 | Sync-1.12.2-7.0.2.jar | None | | UCHIJAAAA | thaumcraft | 6.1.BETA13 | Thaumcraft-1.12.2-6.1.BETA13.jar | None | | UCHIJAAAA | thebetweenlands | 3.3.8 | TheBetweenlands-3.3.8-universal.jar | 38067d6878811efb38b6a045521cfd80b9b60b38 | | UCHIJAAAA | toughasnails | 3.1.0.84 | ToughAsNails-1.12.2-3.1.0.84-universal.jar | None | | UCHIJAAAA | vampirism | 1.4.2 | Vampirism-1.12.2-1.4.2.jar | None | | UCHIJAAAA | teamlapen-lib | 1.4.2 | Vampirism-1.12.2-1.4.2.jar | None | | UCHIJAAAA | waystones | 4.0.42 | Waystones_1.12.2-4.0.42.jar | None | | UCHIJAAAA | weeping-angels | 4.5 | weeping-angels-4.0.jar | None |
Loaded coremods (and transformers): Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) invtweaks.forge.asm.ContainerTransformerMicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.174.jar) micdoodle8.mods.miccore.MicdoodleTransformerOpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) openmods.core.OpenModsClassTransformerllibrary (llibrary-1.7.9-1.12.2.jar) net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcherDo not report to Forge! Remove FoamFixAPI (or replace with FoamFixAPI-Lawful) and try again. (foamfix-0.9.9.1-1.12.2-anarchy.jar) pl.asie.foamfix.coremod.FoamFixTransformerIvToolkit (IvToolkit-1.3.3-1.12.jar) TANLoadingPlugin (ToughAsNails-1.12.2-3.1.0.84-universal.jar) toughasnails.asm.transformer.CropDecayTransformer toughasnails.asm.transformer.EntityRendererTransformer toughasnails.asm.transformer.WorldTransformerEnderCorePlugin (EnderCore-1.12.2-0.5.22.jar) com.enderio.core.common.transform.EnderCoreTransformerTheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar) thebetweenlands.core.TheBetweenlandsClassTransformer GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. OpenModsLib class transformers: [llama_null_fix:FINISHED],[horse_base_null_fix:FINISHED],[pre_world_render_hook:FINISHED],[player_render_hook:FINISHED],[horse_null_fix:FINISHED] AE2 Version: stable rv5-stable-11 for Forge 14.23.1.2554 Pulsar/tconstruct loaded Pulses: - TinkerCommons (Enabled/Forced) - TinkerWorld (Enabled/Not Forced) - TinkerTools (Enabled/Not Forced) - TinkerHarvestTools (Enabled/Forced) - TinkerMeleeWeapons (Enabled/Forced) - TinkerRangedWeapons (Enabled/Forced) - TinkerModifiers (Enabled/Forced) - TinkerSmeltery (Enabled/Not Forced) - TinkerGadgets (Enabled/Not Forced) - TinkerOredict (Enabled/Forced) - TinkerIntegration (Enabled/Forced) - TinkerFluids (Enabled/Forced) - TinkerMaterials (Enabled/Forced) - TinkerModelRegister (Enabled/Forced) - wailaIntegration (Enabled/Not Forced)
Pulsar/natura loaded Pulses: - NaturaCommons (Enabled/Forced) - NaturaOverworld (Enabled/Not Forced) - NaturaNether (Enabled/Not Forced) - NaturaDecorative (Enabled/Not Forced) - NaturaTools (Enabled/Not Forced) - NaturaEntities (Enabled/Not Forced) - NaturaOredict (Enabled/Forced) - NaturaWorld (Enabled/Not Forced)
Ender IO: Found the following problem(s) with your installation (That does NOT mean that Ender IO caused the crash or was involved in it in any way. We add this information to help finding common problems, not as an invitation to post any crash you encounter to Ender IO's issue tracker. Always check the stack trace above to see which mod is most likely failing.): * Optifine is installed. This is NOT supported. This may (look up the meaning of 'may' in the dictionary if you're not sure what it means) have caused the error. Try reproducing the crash WITHOUT this/these mod(s) before reporting it.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!You are looking at the diagnostics information, not at the crash. !!! !!!Scroll up until you see the line with '---- Minecraft Crash Report ----'!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
AE2 Integration: IC2:OFF, RC:OFF, MFR:OFF, Waila:ON, InvTweaks:ON, JEI:ON, Mekanism:OFF, OpenComputers:OFF, THE_ONE_PROBE:OFF, TESLA:OFF, CRAFTTWEAKER:OFF Profiler Position: N/A (disabled) Player Count: 1 / 8; [GCEntityPlayerMP['CheefHeesh'/429, l='New World', x=1003.01, y=69.00, z=996.39]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' OptiFine Version: OptiFine_1.12.2_HD_U_D1 OptiFine Build: 20180323-135452 Render Distance Chunks: 8 Mipmaps: 2 Anisotropic Filtering: 1 Antialiasing: 0 Multitexture: false Shaders: null OpenGlVersion: 4.3.0 - Build 20.19.15.4835 OpenGlRenderer: Intel(R) HD Graphics 4200 OpenGlVendor: Intel CpuCount: 4
Ok, first off, great mod. I set up a private server with a few of my friends, divided us up into vampires and hunters, and let the war commence. This is a truly great mod.
That being said, I have one suggestion. You know the sunscreen ability? Well, maybe you can change it to "aura of darkness" or "shadow walk" or something like that, and cover the vampire in dark particles. That way, instead of just wearing sunscreen, which seemed a little strange, a strong vampire would have a power that allowed him to walk briefly in the sun. I think it would really help the rp astetic.
Oh! That is a neat idea, i agree!
Also, is it possible you can make it so configure the red eyes, to adjust where they are? They look awesome, but with some skins, they're off by a spot or two. It would be a cool addition, I think. (Unless there is already a way to do this, in config or something, that I don't know about?)
Edit: Thanks, thevirtualjim
There is a command that lets you try out like 5 or 6 different red eyes (or maybe even dont have them at all?) its something like /vampirism eye # (where # is a number) I might be a bit off on the command. I think its in the FAQ.
What exactly the realism config does?
Hunter Blood potions seem underpowered. Why would I risk all those debuffs when I could just use vanilla potions for most of the effects I can get from these? Sure there's odd stuff like Health Boost or lvl 3 effects from time to time, but not anywhere near often enough to justify the debuffs I get, even fully specced into potion crafting!
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
That's a cool idea, I will put that on my TODO list
https://github.com/TeamLapen/Vampirism/issues/305
This is definitively caused by either one of the listed core mods or optifine. I can't guarantee that Vampirism is not involved, but the original issue is in one of these mods. Because I have no idea how they modify the game I cannot debug this further.
Yes, I agree, I am currently thinking/asking for suggestions how to improve these potions.