the new weapons are really neat. heres one thing though.
i... i kinda would like it if in creative mode they are always charged.
Hmm, you mean charged or trained or both? Currently they should already not decrease their charge on use in creative mode. I could make them always trained, but I am not sure about the charged. The uncharged version is useful for testing, you can still cheat yourself a charged one.
You know there is an integration side mod, that gives such values to Animania mods yes?
Actually, the values for Animania provided by Tacusin have been moved to the main mod, but they are only included in the Vampirism 1.4 versions (currently alpha).
Would it be possible for an item similar to the sunscreen beacon but it's effect would prevent hunters/vampires from using their skills/passives? So that way we could place a few in a PVP arena to level the playing field or in parkour courses so the jump/speed boosts won't be unfair.
Will consider that, but at least for the passive skills it is rather difficult to implement I think.
Maybe it is a better idea to convert players to level 0 humans when entering the arena and back to their previous level when leaving.
Using command blocks and scoreboards this should be possible. Vampirism already has command entity selectors, but it probably needs a way to store the current level in a scoreboard to avoid having to manually check all 14 levels? Not very familiar with the scoreboard related commands
Could you maybe set a config option? Allow us to specify the amount of blood required to allow for healing?
The vampire lore I grew up with, in the World of Darkness RPG, vampires could heal even if they had a little blood in them. Healing should always consume the blood, like it does, but I would personally set my value to heal until there was zero blood.
I like that the vamps here aren't impossible to kill like the ones from Witchery, but I do feel we die too easily. Really, so long as there is blood in the vampire, I don't think you should die (unless it's sun/fire/magic damage). Having some innate damage resistance would help, but it'd be cool if rather than dying, the damage comes off your blood bar.
Also, I have no idea what, but it would be fantastic to have something bad happen when you run out of blood. A vampire with no blood should have uncontrollable thirst. I know you can't take control of the player and make them do things, but maybe set it so if they drink from somebody when they're out of blood, they immediately drink all of them, killing the mob? It would be a nice little touch.
know currently when abilities are activated you get the thirst debuff, which consumes some blood, but I'd also suggest instead of that, just having a flat amount of blood immediately consumed on use. Or maybe togglable strength/speed buffs, that slowly drain blood.
Finally, I feel the amount of blood needed is too high. With blood bottles not being stackable, exploring a mineshaft is difficult to do for long. Constantly having to top up your blood to heal makes you run out of bottles quickly. Non vampires can stack food and heal up easily, and imo, vampires should have a much easier time exploring underground than humans.
All that said, I want to say this mod is amazing, and has made me want to mod more than any other!
Thank you for your feedback.
I will add a balance config option for the healing requirement.
Increasing the damage taken when running out of blood also sounds reasonable.
However, I am not sure with the too easy to die thing. Yes this would be more lore friendly and also requested by several other players. But it would be quite overpowered and/or not integrate well in the gameplay of other mods.
Btw only certain skills give a thirst effects, most skills do not require any blood. However, I am currently considering putting blood more into the focus, with one or two blood using attack skills (and the vampire swords)
I will add a balance config option for the healing requirement.
Increasing the damage taken when running out of blood also sounds reasonable.
However, I am not sure with the too easy to die thing. Yes this would be more lore friendly and also requested by several other players. But it would be quite overpowered and/or not integrate well in the gameplay of other mods.
Btw only certain skills give a thirst effects, most skills do not require any blood. However, I am currently considering putting blood more into the focus, with one or two blood using attack skills (and the vampire swords)
Thanks so much for the response! You're awesome.
I've learned a lot more about the mod then. The tip for carrying around blood containers has helped me survive quite a bit. I also dropped the cooldown of Regen to 20 seconds, so if a vamp wants, they can just keep healing. It would be nice if the Regen was a toggle ability, but I get that would break the current balance of it having a cooldown lol.
I do have a huge request/suggestion though, and that would be to have a config option to disable being able to use Vampire Fangs to get the infection which converts you to a Vampire. I'm running a server with some people, and the plan is to have some fun Roleplay PvP going on, however there is concern already about everybody wanting to go vampire.
Ideally, we'd like to ensure that the only way a new player can become a vampire, is if they're bitten by another player. It was easy enough to disable how often the vampire NPCs bite, but the Vampire Fangs still give players a way to get in there. I thought about looking for a way to disable the drops, but I then learned they're used by Hunter recipes, so that's not an option either
I've learned a lot more about the mod then. The tip for carrying around blood containers has helped me survive quite a bit. I also dropped the cooldown of Regen to 20 seconds, so if a vamp wants, they can just keep healing. It would be nice if the Regen was a toggle ability, but I get that would break the current balance of it having a cooldown lol.
I do have a huge request/suggestion though, and that would be to have a config option to disable being able to use Vampire Fangs to get the infection which converts you to a Vampire. I'm running a server with some people, and the plan is to have some fun Roleplay PvP going on, however there is concern already about everybody wanting to go vampire.
Ideally, we'd like to ensure that the only way a new player can become a vampire, is if they're bitten by another player. It was easy enough to disable how often the vampire NPCs bite, but the Vampire Fangs still give players a way to get in there. I thought about looking for a way to disable the drops, but I then learned they're used by Hunter recipes, so that's not an option either
there could be the vampire equivalent to the obsidian set.
so, being minecraft, i think vampires could get nether armor. nether boosts fire resistance and provides a means to walk around during the day and is poisonous to anyone without the cursed blood of vampires.
edit... also. i'd kind of like to, if i were to be a hunter, have a chain whip called the "vampire killer". and, maybe a crimson whip for vampires too.
Regarding your Vamp Integrations, have you looked at Blood Magic at all? It's just got a 1.12 alpha, but it used to play real nice with the vampires from Witchery.
The number one thing I would request/suggest is to allow a Vampire to empty their blood into the altar. I'd say as a level 1 vampire, 1 blood "shank" = 1.5 heart (a vampire's blood should be 'worth more' than a humans), and maybe every vampire level after that adds... 1/2 heart? So a level 10 vampire, 1 blood = 5 hearts worth of blood.
Another idea would be to allow a vampire to draw blood out of his soul network for himself. It'd be nice if it could be done passively, but that's probably much harder to pull off. An item or orb that when use lets you 'drink' from your network would probably work. Maybe even just something that allows you transfer from the blood altar to a blood container. Could do both even!
I'd probably lock it behind some high level item in Blood Magic (master orb, maybe?) so you have to progress far enough it becomes an 'end/late game' option, but flavor wise I think it would fit. And of course would have to scale up the consumption with level, to prevent players from making an endless blood engine lol.
there could be the vampire equivalent to the obsidian set.
so, being minecraft, i think vampires could get nether armor. nether boosts fire resistance and provides a means to walk around during the day and is poisonous to anyone without the cursed blood of vampires.
edit... also. i'd kind of like to, if i were to be a hunter, have a chain whip called the "vampire killer". and, maybe a crimson whip for vampires too.
>w< just throwing that out there.
i dont even care if they are just swords.
still not a big fan of vampire armor.
Vampires are supposed to be quick and should be strong on their own.
Also Minecraft armor always looks really clunky which does not fit to vampires at all
Regarding your Vamp Integrations, have you looked at Blood Magic at all? It's just got a 1.12 alpha, but it used to play real nice with the vampires from Witchery.
The number one thing I would request/suggest is to allow a Vampire to empty their blood into the altar. I'd say as a level 1 vampire, 1 blood "shank" = 1.5 heart (a vampire's blood should be 'worth more' than a humans), and maybe every vampire level after that adds... 1/2 heart? So a level 10 vampire, 1 blood = 5 hearts worth of blood.
Another idea would be to allow a vampire to draw blood out of his soul network for himself. It'd be nice if it could be done passively, but that's probably much harder to pull off. An item or orb that when use lets you 'drink' from your network would probably work. Maybe even just something that allows you transfer from the blood altar to a blood container. Could do both even!
I'd probably lock it behind some high level item in Blood Magic (master orb, maybe?) so you have to progress far enough it becomes an 'end/late game' option, but flavor wise I think it would fit. And of course would have to scale up the consumption with level, to prevent players from making an endless blood engine lol.
Some kind of Blood Magic compatibility is on it's way.
I don't like directly coupling the different blood systems as they work quite different and might break the balance of one of the mods.
However, I am currently working on a way to at least use Blood Magic stuff for Vampirism blood stuff.
See next post
- Added Vampire "Sword Finisher" skill
- Added "Blood Grinder" to grind human hearts, raw beef and soon thirdparty modded items to impure blood
- Added "Blood Filter" to filter impure blood and soon thirdparty liquids to (clean) blood.
(Place sieve on top of blood container and grinder on top of sieve)
- Fix holy water splash potion recipe and usage
- Heal if player has more than 18 (configurable) blood
- Made sunscreen beacon (cheat) unbreakable
- Add config option to make sunscreen beacon (cheat) break and mineable
- Add scoreboard criterion (vampirism:faction, vampirism:vampire, vampirism:hunter)
- Require sneak right click for mobile charge skill
- Only sync blood container on significant content changes
- Prevent wrong hunter camp density config of crashing the game
- Downgrade version checks to http not all clients trust Let's Encrpt
Expect an update for VampirismIntegrations with support for grinding and filtering thirdparty blood items and blood liquids soonish.
Also probably have to add a GuideBook entry and a small GUI for the grinder
Suggestion for a Vampirism Integrations feature: AppleSkin support. I've wanted to add AppleSkin to my server but I feel that would be unfair to the 39% of people on the server that are vampires. I checked with the author of AppleSkin, who stated that AppleSkin's compatibilities would be up to the mod authors.
Also, could you try making it so that the liquid Blood from Biomes o' plenty can be used to fill blood bottles?
Export from my prototypical server report software (source for my 39% number):
Suggestion for a Vampirism Integrations feature: AppleSkin support. I've wanted to add AppleSkin to my server but I feel that would be unfair to the 39% of people on the server that are vampires. I checked with the author of AppleSkin, who stated that AppleSkin's compatibilities would be up to the mod authors.
Also, could you try making it so that the liquid Blood from Biomes o' plenty can be used to fill blood bottles?
Export from my prototypical server report software (source for my 39% number):
Factions Stats 13-3-2018:
Neutral (Human): 30 (%)
Hunter (Vampire Hunter): 23 (%)
Vampire (Vampire): 34 (%)
Subdivisions:
Neutral:
(8/30)"Holy Taco Alliance"
(7/30)"1Moose2Meese"
(4/30)"The Engineers"
(11/30)"%subfaction_null%"
Hunter:
(12/23)"Order of the Blue Fire"
(11/23)"%subfaction_null%"
Vampire:
(15/34)"The Coven"
(6/34)"The Dank Lords"
(13/34)"%subfaction_null%"
Unfortunately implementing support for AppleSkin would mean basically implementing the same function again for Vampirism. I think it is not worth this effort.
Not sure about the biomes o plenty blood, sounds not really balanced
Another suggestion: If a creature has a name tag on it, please make Vampires ignore that creature as a target. I've had too many named animals/villagers converted into their vampire-counterparts because vampires do not respect mod/plugin spawning prevention (GriefPrevention/in game items that are supposed to stop mobs from spawning)
Only sync blood container on significant content changes
Prevent wrong hunter camp density config of crashing the game
Downgrade version checks to http not all clients trust Let's Encrypt
Allow teleport cooldown to be configured
Allow bat mode cooldown to be enabled/configured
Higher level players can have now more than 20 blood
Implemented pedestal that can charge specific items with blood
Added multiple new vampire swords which have to be trained and charged
Added new "mobile charging" skill
Added blood infused iron as crafting ingredient
Update Guide Book
Moved creature drops to loot tables so they can be modified with datapacks
Allow binding actions to keys
Fix exploit
Reduce vampire mob bite distance
Added blood values by iamtpage for Sophisticated Wolves and Twilight Forest
Fixed translations
Fixed vampire hunters not attacking vampires
Changed appearance of sun indicator screen border (smaller and less yellow)
Fixed sundamage calculation for a few special cases
Extended entity blood value with a significant new feature
Blood values of unknown animals are now calculated based on their (collision box) size (can be disabled in configs)
Blood values has to reach a minimum amount to make the creature actually biteable. Also there is a max cap.
Dynamically calculated values are stored with the world
(world/vampirism/vampirism-dynamic-blood) will be moved to
(world/vampirism/dynamic-blood-values.txt) in next alpha. You can copy
the values from here to the configurable blood value file to easily
adjust them
Manually configured values win over hardcoded ones, hardcoded ones win over dynamically calculated ones
Entities sync and store their blood values, so it should be
sufficient to change values on server side (including them in modpack is
still recommend) . Also any changes only affect newly spawned entities
from now on
To prevent specific entities from getting dynamically generated values you can add "entityid:0" to your blood value config
finally! i can start to feel like a castlevania vampire <3
only thing i need now is some way to channel a bat-like demon form (like the vampire lord or something similar)
ooh. one thing though. is there a hotkey i could bind my projectile power to? maybe make it so im not affected by my own blasts (i dont like being slowed)
So i tried to bite a cow it turned into a vampire cow and i killed it and my game crashed. And it crashes again if i kill a vampire sheep or any other vampire mob
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: weaponlib (Modern-Warfare-Mod-1.12.2.jar)Contact their authors BEFORE contacting forge
// Would you like a cupcake?
Time: 3/18/18 2:59 PMDescription: Rendering entity in world
java.lang.ClassCastException: de.teamlapen.vampirism.client.render.entities.RenderConvertedCreature cannot be cast to net.minecraft.client.renderer.entity.RenderLivingBase at me.ichun.mods.morph.client.render.RenderMorphAcquisition.doRender(RenderMorphAcquisition.java:53) at me.ichun.mods.morph.client.render.RenderMorphAcquisition.func_76986_a(RenderMorphAcquisition.java:22) at net.minecraft.client.renderer.entity.RenderManager.func_188391_a(RenderManager.java:384) at net.minecraft.client.renderer.entity.RenderManager.func_188388_a(RenderManager.java:368) at net.minecraft.client.renderer.RenderGlobal.func_180446_a(RenderGlobal.java:628) at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1345) at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1259) at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1062) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1117) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:397) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:483) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
hoping we can get a cheat option to just disable cooldown for all skills.
it's kinda annoying having to go back and change every little update.
yeah i'm kinda trying to roleplay as the ultimate vampire, dracula.
ooh. and another thing i think would be neat.
an ability to turn into mist, which lets you pass through walls and enemies alike. can be upgraded into a poisonous ability that poisons all who touch you while in mist form.
maybe a hypnosis power which puts enemies into a deep sleep for easy blood consumption. it would only work on living targets, though.
Now we need to add a werewolves maybe a new mob that comes from a wolf biting a villager or player
why would you want werewolves?
i personally would be fine with a wolf form for vampires. i mean, it is a classical power of dracula. the wolf form lets you move faster and jump higher, but you can only attack with claws (still very powerful.). you also can't build things and, biting things wont turn entities into vampires.
instead of carrying blood bottles, carry a full blood container or 2 with you into a mineshaft.
Oooh, didn't know I could do that. Thanks!
Hmm, you mean charged or trained or both? Currently they should already not decrease their charge on use in creative mode. I could make them always trained, but I am not sure about the charged. The uncharged version is useful for testing, you can still cheat yourself a charged one.
Actually, the values for Animania provided by Tacusin have been moved to the main mod, but they are only included in the Vampirism 1.4 versions (currently alpha).
noted
noted, but low priority since this is only a small change
Will consider that, but at least for the passive skills it is rather difficult to implement I think.
Maybe it is a better idea to convert players to level 0 humans when entering the arena and back to their previous level when leaving.
Using command blocks and scoreboards this should be possible. Vampirism already has command entity selectors, but it probably needs a way to store the current level in a scoreboard to avoid having to manually check all 14 levels? Not very familiar with the scoreboard related commands
Thank you for your feedback.
I will add a balance config option for the healing requirement.
Increasing the damage taken when running out of blood also sounds reasonable.
However, I am not sure with the too easy to die thing. Yes this would be more lore friendly and also requested by several other players. But it would be quite overpowered and/or not integrate well in the gameplay of other mods.
Btw only certain skills give a thirst effects, most skills do not require any blood. However, I am currently considering putting blood more into the focus, with one or two blood using attack skills (and the vampire swords)
Thanks so much for the response! You're awesome.
I've learned a lot more about the mod then. The tip for carrying around blood containers has helped me survive quite a bit. I also dropped the cooldown of Regen to 20 seconds, so if a vamp wants, they can just keep healing. It would be nice if the Regen was a toggle ability, but I get that would break the current balance of it having a cooldown lol.
I do have a huge request/suggestion though, and that would be to have a config option to disable being able to use Vampire Fangs to get the infection which converts you to a Vampire. I'm running a server with some people, and the plan is to have some fun Roleplay PvP going on, however there is concern already about everybody wanting to go vampire.
Ideally, we'd like to ensure that the only way a new player can become a vampire, is if they're bitten by another player. It was easy enough to disable how often the vampire NPCs bite, but the Vampire Fangs still give players a way to get in there. I thought about looking for a way to disable the drops, but I then learned they're used by Hunter recipes, so that's not an option either
Config will be added with next alpha
bit of another suggestion for vampires.
there could be the vampire equivalent to the obsidian set.
so, being minecraft, i think vampires could get nether armor. nether boosts fire resistance and provides a means to walk around during the day and is poisonous to anyone without the cursed blood of vampires.
edit... also. i'd kind of like to, if i were to be a hunter, have a chain whip called the "vampire killer". and, maybe a crimson whip for vampires too.
>w< just throwing that out there.
i dont even care if they are just swords.
You're a beautiful man.
Regarding your Vamp Integrations, have you looked at Blood Magic at all? It's just got a 1.12 alpha, but it used to play real nice with the vampires from Witchery.
The number one thing I would request/suggest is to allow a Vampire to empty their blood into the altar. I'd say as a level 1 vampire, 1 blood "shank" = 1.5 heart (a vampire's blood should be 'worth more' than a humans), and maybe every vampire level after that adds... 1/2 heart? So a level 10 vampire, 1 blood = 5 hearts worth of blood.
Another idea would be to allow a vampire to draw blood out of his soul network for himself. It'd be nice if it could be done passively, but that's probably much harder to pull off. An item or orb that when use lets you 'drink' from your network would probably work. Maybe even just something that allows you transfer from the blood altar to a blood container. Could do both even!
I'd probably lock it behind some high level item in Blood Magic (master orb, maybe?) so you have to progress far enough it becomes an 'end/late game' option, but flavor wise I think it would fit. And of course would have to scale up the consumption with level, to prevent players from making an endless blood engine lol.
still not a big fan of vampire armor.
Vampires are supposed to be quick and should be strong on their own.
Also Minecraft armor always looks really clunky which does not fit to vampires at all
Some kind of Blood Magic compatibility is on it's way.
I don't like directly coupling the different blood systems as they work quite different and might break the balance of one of the mods.
However, I am currently working on a way to at least use Blood Magic stuff for Vampirism blood stuff.
See next post
New alpha:
https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2535165
- Added Vampire "Sword Finisher" skill
- Added "Blood Grinder" to grind human hearts, raw beef and soon thirdparty modded items to impure blood
- Added "Blood Filter" to filter impure blood and soon thirdparty liquids to (clean) blood.
(Place sieve on top of blood container and grinder on top of sieve)
- Fix holy water splash potion recipe and usage
- Heal if player has more than 18 (configurable) blood
- Made sunscreen beacon (cheat) unbreakable
- Add config option to make sunscreen beacon (cheat) break and mineable
- Add scoreboard criterion (vampirism:faction, vampirism:vampire, vampirism:hunter)
- Require sneak right click for mobile charge skill
- Only sync blood container on significant content changes
- Prevent wrong hunter camp density config of crashing the game
- Downgrade version checks to http not all clients trust Let's Encrpt
Expect an update for VampirismIntegrations with support for grinding and filtering thirdparty blood items and blood liquids soonish.
Also probably have to add a GuideBook entry and a small GUI for the grinder
Still looking for specific blood conversion suggestions:
Tinkers Construct:
Blood liquid - mB -> blood bar droplet
Bloodball?
BloodMagic:
Is there a liquid?
Blood Orb (different categories) - item -> blood bar droplet
EvilCraft:
Blood Orb - item -> blood bar droplet
Other mods?
Also, could you try making it so that the liquid Blood from Biomes o' plenty can be used to fill blood bottles?
Export from my prototypical server report software (source for my 39% number):
Unfortunately implementing support for AppleSkin would mean basically implementing the same function again for Vampirism. I think it is not worth this effort.
Not sure about the biomes o plenty blood, sounds not really balanced
Implemented. Next version
It is in hell. If anything, make it add poison.
One NOcould make a way of purifying it, but that is more work than it is worth.
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Vampirism 1.4 is feature complete. Released the first beta a couple of days ago.
This also means the Integrations mod has moved to beta stage.
Changelog:
Integrations:
Allow converting:
- Tinkers Construct Blood
- Blood Magic Life Essence
- Evilcraft Blood
- Biomes o Plenty Hell Blood
to Vampirism blood using the blood sieve
https://minecraft.curseforge.com/projects/vampirism-integrations/files/2541391
Vampirism:
Compared to last alpha:
Compared to Vampirism 1.3:
grinder on top of sieve)
(world/vampirism/dynamic-blood-values.txt) in next alpha. You can copy
the values from here to the configurable blood value file to easily
adjust them
still recommend) . Also any changes only affect newly spawned entities
from now on
https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2541369
finally! i can start to feel like a castlevania vampire <3
only thing i need now is some way to channel a bat-like demon form (like the vampire lord or something similar)
ooh. one thing though. is there a hotkey i could bind my projectile power to? maybe make it so im not affected by my own blasts (i dont like being slowed)
Now we need to add a werewolves maybe a new mob that comes from a wolf biting a villager or player
Modpack is called The New World (Available on Twitch & Curse)
Server Address is : TheNewWorld.serverminer.com
Discord - Fretmang#8857
Instagram ID - Fretmang
Twitter - Fretmang
So i tried to bite a cow it turned into a vampire cow and i killed it and my game crashed. And it crashes again if i kill a vampire sheep or any other vampire mob
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: weaponlib (Modern-Warfare-Mod-1.12.2.jar)Contact their authors BEFORE contacting forge
// Would you like a cupcake?
Time: 3/18/18 2:59 PMDescription: Rendering entity in world
java.lang.ClassCastException: de.teamlapen.vampirism.client.render.entities.RenderConvertedCreature cannot be cast to net.minecraft.client.renderer.entity.RenderLivingBase at me.ichun.mods.morph.client.render.RenderMorphAcquisition.doRender(RenderMorphAcquisition.java:53) at me.ichun.mods.morph.client.render.RenderMorphAcquisition.func_76986_a(RenderMorphAcquisition.java:22) at net.minecraft.client.renderer.entity.RenderManager.func_188391_a(RenderManager.java:384) at net.minecraft.client.renderer.entity.RenderManager.func_188388_a(RenderManager.java:368) at net.minecraft.client.renderer.RenderGlobal.func_180446_a(RenderGlobal.java:628) at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1345) at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1259) at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1062) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1117) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:397) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:483) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Thread: Client threadStacktrace: at me.ichun.mods.morph.client.render.RenderMorphAcquisition.doRender(RenderMorphAcquisition.java:53) at me.ichun.mods.morph.client.render.RenderMorphAcquisition.func_76986_a(RenderMorphAcquisition.java:22)
-- Entity being rendered --Details: Entity Type: null (me.ichun.mods.morph.client.entity.EntityMorphAcquisition) Entity ID: 795 Entity Name: unknown Entity's Exact location: 517.64, 72.09, 344.30 Entity's Block location: World: (517,72,344), Chunk: (at 5,4,8 in 32,21; contains blocks 512,0,336 to 527,255,351), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511) Entity's Momentum: 0.00, 0.00, 0.00 Entity's Passengers: [] Entity's Vehicle: ~~ERROR~~ NullPointerException: null
-- Renderer details --Details: Assigned renderer: me.ichun.mods.morph.client.render.RenderMorphAcquisition@155de136 Location: -1.41,0.09,1.55 - World: (-2,0,1), Chunk: (at 14,0,1 in -1,0; contains blocks -16,0,0 to -1,255,15), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Rotation: 201.83865 Delta: 0.81999624Stacktrace: at net.minecraft.client.renderer.entity.RenderManager.func_188391_a(RenderManager.java:384) at net.minecraft.client.renderer.entity.RenderManager.func_188388_a(RenderManager.java:368) at net.minecraft.client.renderer.RenderGlobal.func_180446_a(RenderGlobal.java:628) at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1345) at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1259)
-- Affected level --Details: Level name: MpServer All players: 1 total; [EntityPlayerSP['GalaxyIce_'/246, l='MpServer', x=519.02, y=72.00, z=342.78]] Chunk stats: MultiplayerChunkCache: 1060, 1060 Level seed: 0 Level generator: ID 00 - default, ver 1. Features enabled: false Level generator options: Level spawn location: World: (204,64,256), Chunk: (at 12,4,0 in 12,16; contains blocks 192,0,256 to 207,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 952807 game time, 713329 day time Level dimension: 0 Level storage version: 0x00000 - Unknown? Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false Forced entities: 89 total; [EntityBat['Bat'/512, l='MpServer', x=535.56, y=51.91, z=356.26], EntityPig['Pig'/513, l='MpServer', x=503.55, y=64.00, z=394.73], EntityPig['Pig'/514, l='MpServer', x=496.79, y=67.14, z=392.50], EntityCow['Cow'/515, l='MpServer', x=588.59, y=77.00, z=292.50], EntityCow['Cow'/516, l='MpServer', x=563.50, y=71.00, z=314.66], EntityCow['Cow'/517, l='MpServer', x=565.60, y=69.00, z=307.20], EntitySkeleton['Skeleton'/389, l='MpServer', x=443.50, y=13.00, z=283.50], EntitySkeleton['Skeleton'/390, l='MpServer', x=443.50, y=13.00, z=281.50], EntityBat['Bat'/519, l='MpServer', x=546.25, y=27.10, z=324.18], EntitySkeleton['Skeleton'/391, l='MpServer', x=441.50, y=13.00, z=282.50], EntityPig['Pig'/520, l='MpServer', x=551.30, y=69.00, z=321.54], EntityCow['Cow'/521, l='MpServer', x=544.27, y=68.00, z=320.30], EntityBat['Bat'/526, l='MpServer', x=474.57, y=29.50, z=378.97], [EntityConvertedCreature['Vampire Cow'/783, l='MpServer', x=517.64, y=72.09, z=344.30] representing EntityCow['Cow'/785, l='MpServer', x=517.57, y=72.14, z=344.31]], EntityBat['Bat'/528, l='MpServer', x=525.44, y=53.10, z=304.75], EntityCow['Cow'/529, l='MpServer', x=513.24, y=71.00, z=311.15], EntitySkeleton['Skeleton'/401, l='MpServer', x=493.22, y=32.00, z=306.54], EntityCow['Cow'/530, l='MpServer', x=498.59, y=71.00, z=321.83], EntityCow['Cow'/402, l='MpServer', x=491.61, y=71.00, z=314.85], EntityBasicVampire['Vampire'/531, l='MpServer', x=470.50, y=36.00, z=360.50], EntityEnderman['Enderman'/532, l='MpServer', x=471.44, y=36.00, z=353.50], EntitySkeleton['Skeleton'/407, l='MpServer', x=441.50, y=54.00, z=394.50], EntityCow['Cow'/536, l='MpServer', x=573.83, y=74.00, z=266.41], EntityItem['item.item.leather'/793, l='MpServer', x=517.79, y=72.00, z=344.28], EntityItem['item.item.rottenFlesh'/794, l='MpServer', x=517.79, y=72.00, z=344.28], EntityMorphAcquisition['unknown'/795, l='MpServer', x=517.64, y=72.09, z=344.30], EntityBat['Bat'/415, l='MpServer', x=471.25, y=52.10, z=301.32], EntityCow['Cow'/288, l='MpServer', x=512.53, y=74.00, z=320.85], EntityPig['Pig'/290, l='MpServer', x=512.66, y=74.00, z=322.52], EntitySkeleton['Skeleton'/546, l='MpServer', x=490.50, y=27.00, z=367.50], EntityLatchedRenderer['unknown'/675, l='MpServer', x=519.02, y=72.00, z=342.78], EntitySkeleton['Skeleton'/547, l='MpServer', x=492.50, y=27.00, z=367.50], EntityPig['Pig'/292, l='MpServer', x=519.22, y=74.00, z=328.72], EntitySkeleton['Skeleton'/548, l='MpServer', x=490.36, y=69.00, z=354.23], EntitySkeleton['Skeleton'/549, l='MpServer', x=490.85, y=69.00, z=356.20], EntityCow['Cow'/550, l='MpServer', x=585.48, y=79.00, z=264.18], EntitySheep['Sheep'/552, l='MpServer', x=532.43, y=63.00, z=408.25], EntityPig['Pig'/554, l='MpServer', x=527.11, y=63.00, z=421.98], EntityCephignis['Cephignis'/427, l='MpServer', x=429.71, y=5.02, z=246.06], EntityCephignis['Cephignis'/428, l='MpServer', x=427.30, y=5.07, z=242.87], EntityCephignis['Cephignis'/429, l='MpServer', x=427.85, y=4.91, z=245.15], EntitySheep['Sheep'/560, l='MpServer', x=579.50, y=74.00, z=363.50], EntitySheep['Sheep'/561, l='MpServer', x=583.81, y=75.00, z=366.32], EntityCephignis['Cephignis'/436, l='MpServer', x=424.90, y=5.05, z=228.18], EntityCephignis['Cephignis'/437, l='MpServer', x=422.23, y=5.11, z=227.94], EntitySheep['Sheep'/571, l='MpServer', x=580.21, y=74.00, z=377.50], EntitySheep['Sheep'/572, l='MpServer', x=577.78, y=74.97, z=366.49], EntitySheep['Sheep'/450, l='MpServer', x=572.44, y=68.00, z=408.84], EntitySheep['Sheep'/451, l='MpServer', x=573.82, y=67.00, z=413.40], EntitySheep['Sheep'/458, l='MpServer', x=578.29, y=68.00, z=413.18], EntitySheep['Sheep'/587, l='MpServer', x=507.89, y=64.00, z=403.56], EntitySheep['Sheep'/459, l='MpServer', x=581.50, y=69.00, z=409.88], EntitySheep['Sheep'/588, l='MpServer', x=498.41, y=64.00, z=416.46], EntitySheep['Sheep'/589, l='MpServer', x=504.60, y=64.00, z=401.26], EntitySheep['Sheep'/590, l='MpServer', x=483.24, y=64.00, z=417.45], EntitySheep['Sheep'/592, l='MpServer', x=495.86, y=64.00, z=418.80], EntityPig['Pig'/593, l='MpServer', x=494.39, y=64.00, z=418.62], EntityBat['Bat'/597, l='MpServer', x=552.33, y=20.10, z=367.61], EntityBat['Bat'/598, l='MpServer', x=549.24, y=18.38, z=366.82], EntityPig['Pig'/599, l='MpServer', x=517.32, y=63.00, z=397.83], EntityCow['Cow'/600, l='MpServer', x=584.15, y=78.00, z=304.47], EntityCow['Cow'/601, l='MpServer', x=568.18, y=72.00, z=320.52], EntityPig['Pig'/604, l='MpServer', x=542.23, y=65.00, z=394.70], EntitySheep['Sheep'/605, l='MpServer', x=520.52, y=63.00, z=411.74], EntitySheep['Sheep'/606, l='MpServer', x=523.40, y=63.00, z=401.24], EntitySheep['Sheep'/607, l='MpServer', x=512.49, y=63.00, z=400.88], EntitySheep['Sheep'/608, l='MpServer', x=501.47, y=63.00, z=420.45], EntitySheep['Sheep'/609, l='MpServer', x=498.63, y=64.00, z=421.25], EntityBat['Bat'/612, l='MpServer', x=591.61, y=51.34, z=319.38], EntityCephignis['Cephignis'/100, l='MpServer', x=399.01, y=5.00, z=270.20], EntityCow['Cow'/613, l='MpServer', x=579.20, y=79.00, z=328.49], EntitySheep['Sheep'/494, l='MpServer', x=494.45, y=66.00, z=396.27], EntityBat['Bat'/495, l='MpServer', x=572.75, y=45.06, z=305.53], EntityCow['Cow'/367, l='MpServer', x=482.66, y=62.31, z=262.89], EntityCow['Cow'/496, l='MpServer', x=568.50, y=71.00, z=300.50], EntityBat['Bat'/497, l='MpServer', x=560.50, y=31.61, z=314.40], EntityBat['Bat'/498, l='MpServer', x=557.64, y=27.09, z=319.48], EntityCow['Cow'/499, l='MpServer', x=551.18, y=68.00, z=313.85], EntityCow['Cow'/500, l='MpServer', x=555.48, y=69.00, z=317.90], EntityPig['Pig'/501, l='MpServer', x=550.22, y=67.00, z=311.62], EntityCow['Cow'/502, l='MpServer', x=542.58, y=68.00, z=320.84], EntitySkeleton['Skeleton'/247, l='MpServer', x=521.36, y=48.00, z=343.86], EntityCow['Cow'/503, l='MpServer', x=543.47, y=67.00, z=331.75], EntitySheep['Sheep'/504, l='MpServer', x=482.50, y=64.00, z=404.25], EntityPlayerSP['GalaxyIce_'/246, l='MpServer', x=519.02, y=72.00, z=342.78], EntitySheep['Sheep'/505, l='MpServer', x=477.76, y=64.00, z=416.62], EntityBat['Bat'/509, l='MpServer', x=559.85, y=25.10, z=346.56], EntityBat['Bat'/510, l='MpServer', x=533.59, y=47.27, z=360.39], EntityBat['Bat'/511, l='MpServer', x=534.07, y=46.04, z=355.38]] Retry entities: 0 total; [] Server brand: fml,forge Server type: Integrated singleplayer serverStacktrace: at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:420) at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2748) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:418) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:483) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- 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: 9737856296 bytes (9286 MB) / 13052674048 bytes (12448 MB) up to 21474836480 bytes (20480 MB) JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx20G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94 FML: MCP 9.42 Powered by Forge 14.23.2.2623 45 mods loaded, 45 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-1.12.2-14.23.2.2623.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHIJAAAA | forge | 14.23.2.2623 | forge-1.12.2-14.23.2.2623.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHIJAAAA | mercurius_updater | 1.0 | MercuriusUpdater-1.12.2.jar | None | | UCHIJAAAA | betterbuilderswands | 0.11.1 | Better-Builders-Wands-Mod-1.12.jar | None | | UCHIJAAAA | codechickenlib | 3.1.5.331 | CodeChickenLib-1.12.2-3.1.5.331-universal (1).jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | UCHIJAAAA | chickenchunks | 2.4.1.71 | ChickenChunks-1.12.2.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | UCHIJAAAA | computercraft | 1.80pr1 | ComputerCraft-Mod-1.12.1.jar | None | | UCHIJAAAA | extendedrenderer | v1.0 | coroutil-1.12.2-1.1.22.jar | None | | UCHIJAAAA | coroutil | 1.12.1-1.1.20 | coroutil-1.12.2-1.1.22.jar | None | | UCHIJAAAA | configmod | v1.0 | coroutil-1.12.2-1.1.22.jar | None | | UCHIJAAAA | cropdusting | 0.7 | CropDusting-0.7-[1.12.2].jar | None | | UCHIJAAAA | ptrmodellib | 1.0.0 | Decocraft-1.12.2.jar | None | | UCHIJAAAA | props | 2.5.1 | Decocraft-1.12.2.jar | None | | UCHIJAAAA | ichunutil | 7.1.4 | iChunUtil-1.12.2-7.1.4.jar | None | | UCHIJAAAA | inventorypets | 1.4.9.9b | inventorypets-1.12-1.4.9.9b.jar | None | | UCHIJAAAA | jei | 4.8.5.147 | jei_1.12.2-4.8.5.147 (2).jar | None | | UCHIJAAAA | lucky | 7.5.0 | LuckyBlock_1-12_v7-5-0 (1).zip | None | | UCHIJAAAA | lycanitesmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | arcticmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | demonmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | desertmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | elementalmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | forestmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | freshwatermobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | infernomobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | junglemobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | mountainmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | plainsmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | saltwatermobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | shadowmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | swampmobs | 1.19.3.4 - MC 1.12.2 | LycanitesMobsComplete 1.19.3.4 [1.12.2].jar | None | | UCHIJAAAA | mantle | 1.12-1.3.1.21 | Mantle-1.12-1.3.1.21.jar | None | | UCHIJAAAA | mw | 1.12.2 | Modern-Warfare-Mod-1.12.2.jar | None | | UCHIJAAAA | morph | 7.1.0 | Morphing-Mod-1.12.2.jar | None | | UCHIJAAAA | nei | 2.4.1 | NotEnoughItems-1.12.2-2.4.1.233-universal (1).jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | UCHIJAAAA | oreexcavation | 1.4.105 | Ore-Excavation-Mod-1.12.1.jar | None | | UCHIJAAAA | tconstruct | 1.12.2-2.9.1.65 | TConstruct-1.12.2-2.9.1.65.jar | None | | UCHIJAAAA | vampirism | 1.4.0-beta.1 | Vampirism-1.12.2-1.4.0-beta.1 (2).jar | None | | UCHIJAAAA | teamlapen-lib | 1.4.0-beta.1 | Vampirism-1.12.2-1.4.0-beta.1 (2).jar | None | | UCHIJAAAA | veinminer | 0.38.1 | Vein-Miner-Mod-1.12 (1).jar | None | | UCHIJAAAA | veinminermodsupport | 0.38.1 | Vein-Miner-Mod-1.12 (1).jar | None | | UCHIJAAAA | weather2 | 1.12.1-2.5.5 | weather2-1.12.2-2.5.5 (1).jar | None | | UCHIJAAAA | xaerominimap | 1.14.9.1 | Xaeros_Minimap_1.14.9.1_Forge_1.12.jar | None |
Loaded coremods (and transformers): weaponlib (Modern-Warfare-Mod-1.12.2.jar) com.vicmatskiv.weaponlib.core.WeaponlibClassTransformer GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 388.71' Renderer: 'GeForce GTX 1080/PCIe/SSE2' 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)
Launched Version: 1.12.2-forge1.12.2-14.23.2.2623 LWJGL: 2.9.4 OpenGL: GeForce GTX 1080/PCIe/SSE2 GL version 4.6.0 NVIDIA 388.71, NVIDIA Corporation GL Caps: Using GL 1.3 multitexturing.Using GL 1.3 texture combiners.Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.Shaders are available because OpenGL 2.1 is supported.VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Packs: Current Language: English (United Kingdom) Profiler Position: N/A (disabled) CPU: 8x Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz
hoping we can get a cheat option to just disable cooldown for all skills.
it's kinda annoying having to go back and change every little update.
yeah i'm kinda trying to roleplay as the ultimate vampire, dracula.
ooh. and another thing i think would be neat.
an ability to turn into mist, which lets you pass through walls and enemies alike. can be upgraded into a poisonous ability that poisons all who touch you while in mist form.
maybe a hypnosis power which puts enemies into a deep sleep for easy blood consumption. it would only work on living targets, though.
why would you want werewolves?
i personally would be fine with a wolf form for vampires. i mean, it is a classical power of dracula. the wolf form lets you move faster and jump higher, but you can only attack with claws (still very powerful.). you also can't build things and, biting things wont turn entities into vampires.