I have some concerns on links as well. The links on github wiki page for this mod, especially the Biteable Mobs page, lead to dead links. The error pages says they have become corrupted, thus cannont be accessed. I am trying to figure out how to edit the blood values but I can't due to no working links. Also the GuideAPI links on said wiki are also dead.
first of all, the overview page on curseforge still links to the old thread on MCF. Learned that the hard way when I tried following the link from there. Thank goodness you put the link to this thread at the top...
second of all, have you considered vampire minions? That was one of my favorite features of how Witchery's vampires worked
thirdly, remember how I was saying about trying to make Tinkers' Construct coagulated blood "edible" and you said it might be too difficult? What's to stop you from making blood balls edible the same way hearts are? I mean, I suppose you would have to modify the existing item that's added by TCon... But I'm sure you could figure something out
Finally, and this sort of ties into the previous point, I feel there need to be ways to exchange blood between mods and more uses for blood within this one. Currently the only use for my surplus blood, at least at the moment (I'm at level 7 and unlocked sunscreen, summon bats, and reduced sun damage), is the health regen, which isn't much use out of combat or even in combat if I'm not taking damage (though I considered jumping in my smeltery to convert life to tcon blood). I imagine vampire rage uses blood, but again, it's a combat thing. I don't have to worry about fighting mobs much right now because I have mob charms from Reliquary for skeletons creepers and zombies, so... What the heck? Here are some ideas on remedies for this issue:
As I already briefly touched upon, exchanging the blood between mods could at least partially alleviate the issue. That's not very interesting though, and it doesn't particularly improve the experience as a whole
blood to XP: using some form of magic, you are able to, at the cost of the nutrition, draw on the memory and experiences of your victims (or willing participants, as the case may be)
the ability to, upon unlocking a skill (perhaps this could be tied in some way to the sunscreen or reduced sun damage) Craft an item that prevents sun damage, at the cost of blood, while it is held in either hand.
edit: and another thing... didn't there used to be some sort of vampire boost beacon involving a blood sword, which more or less acted as an antithesis to the garlic diffuser? I could've sworn there was, but I don't see it in the guidebook.
Thx for reporting, I've fixed a few links.
- mininions are still planned
- blood exhange between mods could be cool, but will be hard to balance, so I hesitate to implement such a thing.
- some extra usage for blood might be cool, maybe to decrease sundamage, not sure, maybe I will find something else (e.g. something related to minions)
- there was a vampire boost beacon in 1.7.10, but it was removed coz MC1.8+ changed the model system and I did not want to port it's model, but maybe I should implement somethign similar which uses blood
I have some concerns on links as well. The links on github wiki page for this mod, especially the Biteable Mobs page, lead to dead links. The error pages says they have become corrupted, thus cannont be accessed. I am trying to figure out how to edit the blood values but I can't due to no working links. Also the GuideAPI links on said wiki are also dead.
ooh. another thing would be the ability to change into a demonic form for vampires, one that gets stronger the more blood you have in you. the demon form would probably be akin to stronger melee swipes, as well as different abilities. this form would be unlocked when you reach max level for a vampire. this form would have its own skill tree and leveling system seperate from a normal vampire. and yes. it can fly.
So there is a problem with the Crossbows. When you run out of crossbow arrows whether from the hot bar or inventory. Im running Vampirism-1.11.2-1.2.0-alpha+05-26-13-10. It wont show the crash report but i get the"
The game crashed whilst unexpected error Error: java.lang.NullPointerException: Unexpected error"
i removed all other mods to see if this was still occurring and found that it did not have to do with any conflicting mod since i only have forge and Vampirism in my mod folder. If you could look into this it should not be hard to replicate however i do not why it is not letting me view the crash report.
So there is a problem with the Crossbows. When you run out of crossbow arrows whether from the hot bar or inventory. Im running Vampirism-1.11.2-1.2.0-alpha+05-26-13-10. It wont show the crash report but i get the"
The game crashed whilst unexpected error Error: java.lang.NullPointerException: Unexpected error"
i removed all other mods to see if this was still occurring and found that it did not have to do with any conflicting mod since i only have forge and Vampirism in my mod folder. If you could look into this it should not be hard to replicate however i do not why it is not letting me view the crash report.
- blood exhange between mods could be cool, but will be hard to balance, so I hesitate to implement such a thing.
- some extra usage for blood might be cool, maybe to decrease sundamage, not sure, maybe I will find something else (e.g. something related to minions)
- there was a vampire boost beacon in 1.7.10, but it was removed coz MC1.8+ changed the model system and I did not want to port it's model, but maybe I should implement somethign similar which uses blood
About balancing blood exchange: when in doubt about balancing things, choose a default and leave it configurable. As a rule, I think since every heart of HP into a smeltery makes 10 millibuckets, going the other way should be around the same but slightly less to discourage abuse of any sort. tell me how much saturation each point of blood in a blood bottle (1/9 of the bottle) is worth and I'll give you my best advice on where I would "set the bar" by default. for a rough idea, I'm thinking 15 mb -> 1 sat + 1 hunger, since each point of health, IIRC, adds 3 exhaustion and exhaustion rolls at 4.
about the boost beacon: that's weird, I never played this mob before 1.10 so why would I information about something from 1.7? Unless of course I somehow ended up with a very outdated copy of the GuideAPI book in 1.10. Did anything like that happened in the past, where information in the guidebook for 1.10 referenced stuff from 1.7?
unrelated to anything specific you said, though still somewhat related to "extra usages for blood": perhaps an ability to call a rainstorm that persists only as long as the ability is in effect, and this causes thirst for the player causing the rain. The amount of thirst would be offset slightly if multiple vampires use the abilities simultaneously.
Bonus points for an advanced version that causes thunderstorms.
Also make sure the ability turns itself off if rain is canceled by another mod
such as someone using an environmental accumulator from EvilCraft...
which may seem exploitable by the way, until you realize it costs a dark gem for each storm you collect
and also that server operators are able to disable the ability from being chosen (and if disabled the ability's tech tree node should revert to a level point, obviously)
this bullet list is getting long and complex, so that's all I'm going to say for now
ooh. another thing would be the ability to change into a demonic form for vampires, one that gets stronger the more blood you have in you. the demon form would probably be akin to stronger melee swipes, as well as different abilities. this form would be unlocked when you reach max level for a vampire. this form would have its own skill tree and leveling system seperate from a normal vampire. and yes. it can fly.
I STRONGLY support this, as it adds potential for content long down the road. Granted it's a road Max will have to pave himself with code, but a road nonetheless. Just make sure it doesn't get so strong that beating someone in bound or awakened draconian armor becomes easy. It should be possible, not easy. to get an idea what I mean, check out this excellent video by Extra Credits. (God bless that dude... while 1 million subs is quite the accomplishment, I feel he deserves more. Show EC some love !)
in addition to my previous message, which I highly advise you to read:
have you considered a config setting or may be a key bind to switch (not unlike the night vision bind) to disable vampire players' ability to "eat" normal food? The only reason I think they should be able to eat it at all is buffs like that of Actually Additions' jams, and otherwise the ability is simply disruptive. For instance, I can't hold the right mouse button to quickly plant carrots, potatoes, and other edible "seeds"
Has anyone figured out how to add CustomNPCs entities to the list of blood values? I used the entity test and it gave me "customnpcs.CustomNpcs" but I can't get it to work. I have it as:
#CNPC
customnpc.CustomNpc=5
And the bite still only attacks the NPCs. I can't get any blood from them. Anyone have any idea what I'm doing wrong?
Hey i have found another issue, when you try to load the semi-auto crossbow with a clip it dupes the crossbow with one that is loaded while not removing the crossbow and clip from the shapeless crafting table in the UI. is there any way you can fix this?. also the semi-auto clip is 12 crossbow arrows is there a way you can make it so that it loads more than the 12 it would be nice to get the clips out of my inventory. I wold suggest letting it stack up to 64 but that is up to you Maxanier. Just want to say i love this mod and love playing as the vampire hunter. If i come accross any other hunter bugs i'll let you know.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Is there a way to decrease the spawn rate of vampire hunters? I have about 70 mods total in a custom pack, but during the night, vampire hunters are about 25% of my mobs spawns.
in addition to my previous message, which I highly advise you to read:
have you considered a config setting or may be a key bind to switch (not unlike the night vision bind) to disable vampire players' ability to "eat" normal food? The only reason I think they should be able to eat it at all is buffs like that of Actually Additions' jams, and otherwise the ability is simply disruptive. For instance, I can't hold the right mouse button to quickly plant carrots, potatoes, and other edible "seeds"
Hmm, did not think about that. Maybe I could just allow vampires to eat normal food. (Not sure why implemented it like this).
Vampires do not have any use of eating normal food, but there is nothing that would prevent them from doing so?
Has anyone figured out how to add CustomNPCs entities to the list of blood values? I used the entity test and it gave me "customnpcs.CustomNpcs" but I can't get it to work. I have it as:
#CNPC
customnpc.CustomNpc=5
And the bite still only attacks the NPCs. I can't get any blood from them. Anyone have any idea what I'm doing wrong?
Hey i have found another issue, when you try to load the semi-auto crossbow with a clip it dupes the crossbow with one that is loaded while not removing the crossbow and clip from the shapeless crafting table in the UI. is there any way you can fix this?. also the semi-auto clip is 12 crossbow arrows is there a way you can make it so that it loads more than the 12 it would be nice to get the clips out of my inventory. I wold suggest letting it stack up to 64 but that is up to you Maxanier. Just want to say i love this mod and love playing as the vampire hunter. If i come accross any other hunter bugs i'll let you know.
Your Friendly Neighborhood Vampire Hunter
Thank your for reporting, will be fixed in the next version. I will making it able to load more than 12 arrows. Although it would make it even stronger.
Is there a way to decrease the spawn rate of vampire hunters? I have about 70 mods total in a custom pack, but during the night, vampire hunters are about 25% of my mobs spawns.
Not directly. You can decrease the hunter camp density, which might also decrease the hunter spawns. Making the hunter limit configurable, would take some time, I'm not sure if it is worth it.
ooh. another thing would be the ability to change into a demonic form for vampires, one that gets stronger the more blood you have in you. the demon form would probably be akin to stronger melee swipes, as well as different abilities. this form would be unlocked when you reach max level for a vampire. this form would have its own skill tree and leveling system seperate from a normal vampire. and yes. it can fly.
Sounds really cool, but would take a lot of time to implement.
Since I'm working on this alone and in my free time I've barely enough time to implement smaller features and fixing bugs.
If anybody is interested they could implement this add addon mod (Vampirism has an API)
Hey i have found another issue, when you try to load the semi-auto crossbow with a clip it dupes the crossbow with one that is loaded while not removing the crossbow and clip from the shapeless crafting table in the UI. is there any way you can fix this?. also the semi-auto clip is 12 crossbow arrows is there a way you can make it so that it loads more than the 12 it would be nice to get the clips out of my inventory. I wold suggest letting it stack up to 64 but that is up to you Maxanier. Just want to say i love this mod and love playing as the vampire hunter. If i come accross any other hunter bugs i'll let you know.
Your Friendly Neighborhood Vampire Hunter
I might make it load twice as much arrows.
But maybe it would be better to make it load the clips from the whole inventory automatically. This would mean it shoots 12 arrows very fast and then takes a longer time to load the next clip. What do you think?
Thx for the suggestions, I will consider this once I implement such mod compat.
In the Guidebook, no, that's not possible. Maybe you saw it in a video or on the (Github) Wiki.
Sounds fun, but not sure if many players would use this, as a rainstorm is not very useful, is it?
No I definitely saw something in-game. I thought there was something with a bloody sword or something. Maybe the server I was on had an unofficial customization or something?
The idea of the rain is blocking sundamage and it may also have utility functionality watering farmland and increasing hostile spawns slightly due to less light.
Hmm, did not think about that. Maybe I could just allow vampires to eat normal food. (Not sure why implemented it like this).
Vampires do not have any use of eating normal food, but there is nothing that would prevent them from doing so?
Currently vampires already can. I just want to be able to toggle it in case I want to plant carrots and potatoes quickly or something. Either that or maybe you could add a array to the config of items vampires can't (or maybe can) eat. By default, carrots, potatoes, and Actually Additions canola seeds (which are plantable and edible but have no status effect) should be inedible.
Any way to turn of creeper turning? its conflicting with another mod. (epic seige i think.1.10.2 running spongeforge) can provide details if you want, but i hopwe i can just remove that feature with a config...
The Meaning of Life, the Universe, and Everything.
Join Date:
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Quote from undefined »
That worked wonderfully, thank you. I forgot that the sub folder actually had stuff in it, as about a dozen other mods have sub folders that are blank. Basically, I'm an idiot.
The default is that it tries to generate one camp for every six chunks. THAT is nuts. I've set it to attempt generation once every 64 chunks and it works great.
Now if I could just stop the odd camp crafting table from generating on top of trees, I'll be all set.
I have some concerns on links as well. The links on github wiki page for this mod, especially the Biteable Mobs page, lead to dead links. The error pages says they have become corrupted, thus cannont be accessed. I am trying to figure out how to edit the blood values but I can't due to no working links. Also the GuideAPI links on said wiki are also dead.
is there a change log for 1.11.2
Thx for reporting, I've fixed a few links.
- mininions are still planned
- blood exhange between mods could be cool, but will be hard to balance, so I hesitate to implement such a thing.
- some extra usage for blood might be cool, maybe to decrease sundamage, not sure, maybe I will find something else (e.g. something related to minions)
- there was a vampire boost beacon in 1.7.10, but it was removed coz MC1.8+ changed the model system and I did not want to port it's model, but maybe I should implement somethign similar which uses blood
Thx for reporting, I've fixed a few links
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2756555-vampirism-become-a-vampire-release-for-mc-1-10-and?comment=134
ooh. another thing would be the ability to change into a demonic form for vampires, one that gets stronger the more blood you have in you. the demon form would probably be akin to stronger melee swipes, as well as different abilities. this form would be unlocked when you reach max level for a vampire. this form would have its own skill tree and leveling system seperate from a normal vampire. and yes. it can fly.
So there is a problem with the Crossbows. When you run out of crossbow arrows whether from the hot bar or inventory. Im running Vampirism-1.11.2-1.2.0-alpha+05-26-13-10. It wont show the crash report but i get the"
The game crashed whilst unexpected error Error: java.lang.NullPointerException: Unexpected error"
i removed all other mods to see if this was still occurring and found that it did not have to do with any conflicting mod since i only have forge and Vampirism in my mod folder. If you could look into this it should not be hard to replicate however i do not why it is not letting me view the crash report.
Thx for reporting this issue, is fixed in the new alpha.
https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2428470Last alpha did not even start.
Fix is uploading right now: https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2428686
I STRONGLY support this, as it adds potential for content long down the road. Granted it's a road Max will have to pave himself with code, but a road nonetheless. Just make sure it doesn't get so strong that beating someone in bound or awakened draconian armor becomes easy. It should be possible, not easy. to get an idea what I mean, check out this excellent video by Extra Credits. (God bless that dude... while 1 million subs is quite the accomplishment, I feel he deserves more. Show EC some love !)
in addition to my previous message, which I highly advise you to read:
have you considered a config setting or may be a key bind to switch (not unlike the night vision bind) to disable vampire players' ability to "eat" normal food? The only reason I think they should be able to eat it at all is buffs like that of Actually Additions' jams, and otherwise the ability is simply disruptive. For instance, I can't hold the right mouse button to quickly plant carrots, potatoes, and other edible "seeds"
Has anyone figured out how to add CustomNPCs entities to the list of blood values? I used the entity test and it gave me "customnpcs.CustomNpcs" but I can't get it to work. I have it as:
#CNPC
customnpc.CustomNpc=5
And the bite still only attacks the NPCs. I can't get any blood from them. Anyone have any idea what I'm doing wrong?
Hey i have found another issue, when you try to load the semi-auto crossbow with a clip it dupes the crossbow with one that is loaded while not removing the crossbow and clip from the shapeless crafting table in the UI. is there any way you can fix this?. also the semi-auto clip is 12 crossbow arrows is there a way you can make it so that it loads more than the 12 it would be nice to get the clips out of my inventory. I wold suggest letting it stack up to 64 but that is up to you Maxanier. Just want to say i love this mod and love playing as the vampire hunter. If i come accross any other hunter bugs i'll let you know.
Your Friendly Neighborhood Vampire Hunter
Is there a way to decrease the spawn rate of vampire hunters? I have about 70 mods total in a custom pack, but during the night, vampire hunters are about 25% of my mobs spawns.
Thx for the suggestions, I will consider this once I implement such mod compat.
In the Guidebook, no, that's not possible. Maybe you saw it in a video or on the (Github) Wiki.
Sounds fun, but not sure if many players would use this, as a rainstorm is not very useful, is it?
Because.
Hmm, did not think about that. Maybe I could just allow vampires to eat normal food. (Not sure why implemented it like this).
Vampires do not have any use of eating normal food, but there is nothing that would prevent them from doing so?
Which version of Vampirism are you using
Thank your for reporting, will be fixed in the next version. I will making it able to load more than 12 arrows. Although it would make it even stronger.
Not directly. You can decrease the hunter camp density, which might also decrease the hunter spawns. Making the hunter limit configurable, would take some time, I'm not sure if it is worth it.
Sounds really cool, but would take a lot of time to implement.
Since I'm working on this alone and in my free time I've barely enough time to implement smaller features and fixing bugs.
If anybody is interested they could implement this add addon mod (Vampirism has an API)
I might make it load twice as much arrows.
But maybe it would be better to make it load the clips from the whole inventory automatically. This would mean it shoots 12 arrows very fast and then takes a longer time to load the next clip. What do you think?
No I definitely saw something in-game. I thought there was something with a bloody sword or something. Maybe the server I was on had an unofficial customization or something?
The idea of the rain is blocking sundamage and it may also have utility functionality watering farmland and increasing hostile spawns slightly due to less light.
Currently vampires already can. I just want to be able to toggle it in case I want to plant carrots and potatoes quickly or something. Either that or maybe you could add a array to the config of items vampires can't (or maybe can) eat. By default, carrots, potatoes, and Actually Additions canola seeds (which are plantable and edible but have no status effect) should be inedible.
considering the model of the vampire lord is in the mod, we just need a way to transform into one.
Any way to turn of creeper turning? its conflicting with another mod. (epic seige i think.1.10.2 running spongeforge) can provide details if you want, but i hopwe i can just remove that feature with a config...
That worked wonderfully, thank you. I forgot that the sub folder actually had stuff in it, as about a dozen other mods have sub folders that are blank. Basically, I'm an idiot.
The default is that it tries to generate one camp for every six chunks. THAT is nuts. I've set it to attempt generation once every 64 chunks and it works great.
Now if I could just stop the odd camp crafting table from generating on top of trees, I'll be all set.
Hi