The Meaning of Life, the Universe, and Everything.
Join Date:
9/23/2017
Posts:
44
Member Details
Vampires are lame... (-By Mysterion from South park)
Seriously... Because this mod we're more focus on vampire side, I think vampire hunter should be more improvement (Such as more spacial skills or abilities, for the balance)....
If you want, i could have a go at making some skins.
If you want of course, i don't want to be that person who bursts in saying i could do better. especially being a lurker on this mod thread.
I was thinking of maybe giving it a go myself. I think it would be cool to help increase the diversity, if the author would like. I don't see why both of us couldn't pitch in, unless the author says otherwise.
1. Blood conversion between the two. This may be handled by Evilcraft via the config normally, but if you have your own ideas for conversion rate it could help.
2. Vampires should be able to drink from pools of liquid blood and be able to sip from blood containers both in the inventory and in-world.
3. A bite from Rejuvenated Flesh should still be possible as a Vampire and refill some of the Vampire's Blood Meter. Just a little something more lively to sink your fangs into. This is a high-tier item so it should certainly help any accomplished Vampire.
4. Condensed Blood should be a nice snack. Not as re-useable as Rejuvenated Flesh, but it could do in a pinch. Blood-related items (like the varieties of bottled blood) from Vampirism could likewise be sacrificed in various blood-based machines for a quick supply boost.
5. Invigorating Pendant could temporarily negate sun problems for a continuous cost in Evilcraft blood.
6. While wielding a Veined Sword a Vampire should get twice the normal amount of blood for biting a target.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
1. Blood conversion between the two. This is normally handled in the Evilcraft config, but if you want a better conversion rate than the default try here.
2. Condensed Blood can be a snack for Vampires and blood-related items (like various forms of bottled blood) from Vampirism can be sacrificed in Evilcraft's blood machinery for a quick supply boost.
3. Vampires should be able to drink from pools of liquid blood from Evilcraft as well as its containers (in inventory and in-world).
4. Biting Rejuvenated Flesh should provide blood for a Vampire. Think of it as a mobile blood sponge your fangs will enjoy sinking into.
5. Invigorating Pendant should temporarily stop sun effects for a continual cost in blood.
6. Wielding a Veined Sword should grant the Vampire twice the amount of blood for biting for biting a creature. It's a Vampire's new favorite weapon!
Sorry. The forum was behaving weirdly so I didn't think my previous attempt went through.
A more realistic night vision display would be good.
Sort of like a black and white effect maybe? Monochrome? or maybe just slightly.
Currently caves look like they're being lit up with spotlights, almost like daytime.
Because the rods cannot see colour.
I think it would look cooler.
thanks.
The mod is using the same night vision functionality that is already in MC that many mods use. To create a whole new night vision functionality seems like alot of work for little benefit.
how do i decrees the spawn rate of the hunter camps they spawn way too much
In the config file for Minecraft, click on the one for vampirism, then inside that folder, click the one titled "balance" and open the file labled general.cfg...at the bottom there's a section to change the density of Hunter camps and vampire forests
Really happy to see a mod that has Vampirism in 1.12, I'm really enjoying it! Though I do think Hunters spawn way to much and Vampires should be a lot rarer and much stronger.
Edit: Also, since they're undead, maybe at certain levels undead mobs don't attack, like level 5 and Zombies ignore you, level 10 and skeletons ignore you, and at level 14 the Wither ignores you (until you attack it of course).
I also thought it would make sense if they shared the undead reaction to potion affects (Poison has no effect, healing harms, harm heals, and regeneration could either do nothing, or affect them like poison normally would.)
Ummm something is bothering me about this mod, the master vampires are a high level vampires that you can become but without the look. I know it looks like a vampire lord from Skyrim but I know you have the technology to change the skins of players but please add that one small detail either way it's your choise.
So I tried to create a config file: "vampirism_blood_values.txt" with "iceandfire:multiplier=0" to disable the bite effects. I also tried "exoticbirds:phoenix=0".
But it had no effect at all. Is it possible to disable bites on boss mobs or selected mobs? I appreciate some help, thanks!
So I tried to create a config file: "vampirism_blood_values.txt" with "iceandfire:multiplier=0" to disable the bite effects. I also tried "exoticbirds:phoenix=0".
But it had no effect at all. Is it possible to disable bites on boss mobs or selected mobs? I appreciate some help, thanks!
I think I figured something out. If I remove the "iceandfire:firedragon" value from "dynamic-blood-values.txt" in the world savefile, it will respect the "iceandfire:multiplier=0" in "vampirism_blood_values.txt" and follow it instead.
But what I can see, all mobs that already are spawned keeps it's old blood value anyway without the change to 0. It just does not show it with the mod waila anymore. Newly spawned mobs respect the value and can't be bitten for blood damage due to it being 0 as in the instructions and only takes standard damage.
I know many of you want to see werewolves in this mod, but this won't happen in this mod. Don't ask about it.
If there ever should be a werewolf mod out there I would be happy to
add some integrations/compat for it. Vampirism also as an API a
potential werewolf mod could make use of
the vampire is fun when it is tweaked to be op. >w< love the customization options for this mod.
though i will say: how cool would it be to get a demon-esque form that is purely combat focused? like the vampire lord, or castlevanias draculas many 2nd and third stages?
like, here's my idea.
the vampire lord state can no longer bite. well, it can, but it drains less blood at close range. instead, the bite button becomes a blood draining projectile move at longer ranges. it doesnt turn, but heals a substantial amount of blood for you. and, also levels up its own skill tree.
it can fly on its own. no need to transform into a bat. and, it gains a claw swipe attack that is very powerful so long as you are unarmed. as for skills, it could get things suited to pure combat. about the only skills from the bat and human form that would be here are the cloud of bats, the teleport, and the dark blood projectile... all of which are buffed with different properties. (cloud of bats will now seek out the nearest creature and damage them on contact, teleport has a longer range, and dark blood projectile is faster) you do gain new powers too. like the ability to choke the life out of your opponents and draw them towards you via telekinesis, or summon a friendly (buffed) zombie to fight for you, or serve as a distraction.
there is a drawback. while you are indeed more powerful in this state, you are that much less human and that much more vulnerable to holy items. you are also much larger a target. both to hit and a bit of a hinderence in enclosed areas.
also. i'd like the option to upgrade yourself into a dracula-esque vampire. you know... with the ability to become mist and also a wolf... in addition to the bat and bat-demon forms.
mist form could allow you to pass through doors, as well as make you intangible to physical attacks. however, you are not invincible. holy water will force you out of mist form. there are also special doors with holy symbols on them that you can't pass through without taking some damage. you can then be upgraded to a poison mist form which inflicts poison on anyone nearby... but it also increases the damage you take from holy water.
wolf form isn't a werewolf. it is instead a wolf youd see in minecraft. in this form, you are much, much more agile. you run faster and jump much higher (hold shift for the high jump) your unarmed attacks, while weaker than the vampire lord, are still strong. and have much less cooldown. the downside? you are now a glass cannon. you can dish out damage, but you cant take it.
becoming a dracula-esque vampire... that might be a bit tricky. youd have to first become a vessal for the dark lord of bats. you do this at max level for a normal vampire. once there, you then need to go find a special altar, and sacrifice some of your own blood for it. in exchange, you become draculas vessel. your level cap increases. and each level gained afterwards increases your power, but also makes you lose more and more humanity, increasing how much your weaknesses already hurt. you also gain a new ability: "shield of vlad." this makes you immune to the typical weaknesses for a brief time. except sun. as lord dracula, you can force the sun to set by casting a new skill : "eternal night." the night will be summoned, but the cooldown will be slow.
Hey smashbro596, I am loving your ideas. Unfortunately, they are rather complex and time consuming to implement :/ I already have a nearly infinite TODO list. However, Cheaterpaul has recently started helping out a little, so maybe I will get to something like this at some point
I was thinking of maybe giving it a go myself. I think it would be cool to help increase the diversity, if the author would like. I don't see why both of us couldn't pitch in, unless the author says otherwise.
It has been some time, I have been rather busy. But if you are still interested, I would be grateful for any textures.
1. Blood conversion between the two. This is normally handled in the Evilcraft config, but if you want a better conversion rate than the default try here.
2. Condensed Blood can be a snack for Vampires and blood-related items (like various forms of bottled blood) from Vampirism can be sacrificed in Evilcraft's blood machinery for a quick supply boost.
3. Vampires should be able to drink from pools of liquid blood from Evilcraft as well as its containers (in inventory and in-world).
4. Biting Rejuvenated Flesh should provide blood for a Vampire. Think of it as a mobile blood sponge your fangs will enjoy sinking into.
5. Invigorating Pendant should temporarily stop sun effects for a continual cost in blood.
6. Wielding a Veined Sword should grant the Vampire twice the amount of blood for biting for biting a creature. It's a Vampire's new favorite weapon!
Sorry. The forum was behaving weirdly so I didn't think my previous attempt went through.
1. This is already implemented with the Vampirism Integrations mod. It allows to convert evil craft blood to vampirism blood using a blood sieve.
2. That would probably be easiest to implement on Evilcraft's side, but I will have a look
3.4. The blood in Evilcraft is used quite differently than in Vampirism so for balancing reasons a conversion step (with the blood sieve) is requried
5. 6. Very specific, if someone would implement this, I would happily merge it, but I don't have spare time to do it myself
Really happy to see a mod that has Vampirism in 1.12, I'm really enjoying it! Though I do think Hunters spawn way to much and Vampires should be a lot rarer and much stronger.
Edit: Also, since they're undead, maybe at certain levels undead mobs don't attack, like level 5 and Zombies ignore you, level 10 and skeletons ignore you, and at level 14 the Wither ignores you (until you attack it of course).
I also thought it would make sense if they shared the undead reaction to potion affects (Poison has no effect, healing harms, harm heals, and regeneration could either do nothing, or affect them like poison normally would.)
I think I figured something out. If I remove the "iceandfire:firedragon" value from "dynamic-blood-values.txt" in the world savefile, it will respect the "iceandfire:multiplier=0" in "vampirism_blood_values.txt" and follow it instead.
But what I can see, all mobs that already are spawned keeps it's old blood value anyway without the change to 0. It just does not show it with the mod waila anymore. Newly spawned mobs respect the value and can't be bitten for blood damage due to it being 0 as in the instructions and only takes standard damage.
Is this correct?
Actually, I am not sure if the "iceandfire:multiplier=0" is working (as far as I can remember there is only one multiplier used "minecraft:multiplier" and it affects all values). However, "iceandfire:firedragon=0" in vampirism_blood_values.txt should work. But yes, it only affects newly spawned creatures.
Yes, this is correct.
I had a look at the issue and it seems that the dragons are handled as animals internally, that's why Vampirism decides to calculate a blood value for them. As a sort of workaround I added a max health check for the calculation. Therefore any boss monster (with lots of health) should not be flagged as biteable anymore, so it cannot be easily used as insta kill.
(Sorry if it has been suggested already, I've got really crap net right now and its taking 5 min to load each page)
There's even hunters in both!
But what I really want is a crossbreed...
It has been suggested already I have tried to contact the author, but after a long time of inactivity they only responded with something like "yeah, maybe in the future".
I you want to see this, you probably should head over to their forum page, and ask them there.
Hey I seem to be having a problem for the version for Minecraft 1.12.2 where the game crashes (shutting down internal server) whenever I open certain pages of the Guidebook. Here is the report from the immediate crash after looking at the final page in the Blessed Salt section (though this occurs in other, seemingly arbitrary sections)
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 8/16/18 2:00 AM
Description: Rendering screen
java.lang.NoSuchMethodError: amerifrance.guideapi.gui.GuiBase.drawSplitString(Ljava/lang/String;IIII)V
at de.teamlapen.vampirism.modcompat.guide.pages.AlchemicalCauldronRecipePage.draw(AlchemicalCauldronRecipePage.java:123)
at de.teamlapen.vampirism.modcompat.guide.pages.PageHolderWithLinks.draw(PageHolderWithLinks.java:87)
at amerifrance.guideapi.wrapper.PageWrapper.draw(PageWrapper.java:50)
at amerifrance.guideapi.gui.GuiEntry.func_73863_a(GuiEntry.java:82)
at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:353)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1124)
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:497)
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 thread
Stacktrace:
at de.teamlapen.vampirism.modcompat.guide.pages.AlchemicalCauldronRecipePage.draw(AlchemicalCauldronRecipePage.java:123)
at de.teamlapen.vampirism.modcompat.guide.pages.PageHolderWithLinks.draw(PageHolderWithLinks.java:87)
at amerifrance.guideapi.wrapper.PageWrapper.draw(PageWrapper.java:50)
at amerifrance.guideapi.gui.GuiEntry.func_73863_a(GuiEntry.java:82)
at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:353)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 397.31' Renderer: 'GeForce GTX 960/PCIe/SSE2'
Launched Version: 1.12.2-forge1.12.2-14.23.1.2555
LWJGL: 2.9.4
OpenGL: GeForce GTX 960/PCIe/SSE2 GL version 4.6.0 NVIDIA 397.31, 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: vanilla
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 4x Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz
Hey I seem to be having a problem for the version for Minecraft 1.12.2 where the game crashes (shutting down internal server) whenever I open certain pages of the Guidebook. Here is the report from the immediate crash after looking at the final page in the Blessed Salt section (though this occurs in other, seemingly arbitrary sections)
Thanks for reporting. Fixed in new version uploading right now
If you want, i could have a go at making some skins.
If you want of course, i don't want to be that person who bursts in saying i could do better. especially being a lurker on this mod thread.
Seriously... Because this mod we're more focus on vampire side, I think vampire hunter should be more improvement (Such as more spacial skills or abilities, for the balance)....
Say no to those "Low-quality MCreator Mods" !!!
I was thinking of maybe giving it a go myself. I think it would be cool to help increase the diversity, if the author would like. I don't see why both of us couldn't pitch in, unless the author says otherwise.
Hi, there are many people who can't find a vampire castle by feedback, can't find boss, can you answer it? Thank you
Ideas for Vampirism Integrations with Evilcraft.
1. Blood conversion between the two. This may be handled by Evilcraft via the config normally, but if you have your own ideas for conversion rate it could help.
2. Vampires should be able to drink from pools of liquid blood and be able to sip from blood containers both in the inventory and in-world.
3. A bite from Rejuvenated Flesh should still be possible as a Vampire and refill some of the Vampire's Blood Meter. Just a little something more lively to sink your fangs into. This is a high-tier item so it should certainly help any accomplished Vampire.
4. Condensed Blood should be a nice snack. Not as re-useable as Rejuvenated Flesh, but it could do in a pinch. Blood-related items (like the varieties of bottled blood) from Vampirism could likewise be sacrificed in various blood-based machines for a quick supply boost.
5. Invigorating Pendant could temporarily negate sun problems for a continuous cost in Evilcraft blood.
6. While wielding a Veined Sword a Vampire should get twice the normal amount of blood for biting a target.
If regular is Vanilla then what flavor is your Minecraft?
Ideas for Vampirism Integrations with Evilcraft:
1. Blood conversion between the two. This is normally handled in the Evilcraft config, but if you want a better conversion rate than the default try here.
2. Condensed Blood can be a snack for Vampires and blood-related items (like various forms of bottled blood) from Vampirism can be sacrificed in Evilcraft's blood machinery for a quick supply boost.
3. Vampires should be able to drink from pools of liquid blood from Evilcraft as well as its containers (in inventory and in-world).
4. Biting Rejuvenated Flesh should provide blood for a Vampire. Think of it as a mobile blood sponge your fangs will enjoy sinking into.
5. Invigorating Pendant should temporarily stop sun effects for a continual cost in blood.
6. Wielding a Veined Sword should grant the Vampire twice the amount of blood for biting for biting a creature. It's a Vampire's new favorite weapon!
Sorry. The forum was behaving weirdly so I didn't think my previous attempt went through.
If regular is Vanilla then what flavor is your Minecraft?
The mod is using the same night vision functionality that is already in MC that many mods use. To create a whole new night vision functionality seems like alot of work for little benefit.
how do i decrees the spawn rate of the hunter camps they spawn way too much
In the config file for Minecraft, click on the one for vampirism, then inside that folder, click the one titled "balance" and open the file labled general.cfg...at the bottom there's a section to change the density of Hunter camps and vampire forests
Really happy to see a mod that has Vampirism in 1.12, I'm really enjoying it! Though I do think Hunters spawn way to much and Vampires should be a lot rarer and much stronger.
Edit: Also, since they're undead, maybe at certain levels undead mobs don't attack, like level 5 and Zombies ignore you, level 10 and skeletons ignore you, and at level 14 the Wither ignores you (until you attack it of course).
I also thought it would make sense if they shared the undead reaction to potion affects (Poison has no effect, healing harms, harm heals, and regeneration could either do nothing, or affect them like poison normally would.)
Ummm something is bothering me about this mod, the master vampires are a high level vampires that you can become but without the look. I know it looks like a vampire lord from Skyrim but I know you have the technology to change the skins of players but please add that one small detail either way it's your choise.
Hi, a short question. Has anyone figured out how to stop boss mobs from getting close to insta kill bited to death by vampire bite spam?
I had a look at: https://github.com/TeamLapen/Vampirism/wiki/Biteable-Creatures
So I tried to create a config file: "vampirism_blood_values.txt" with "iceandfire:multiplier=0" to disable the bite effects. I also tried "exoticbirds:phoenix=0".
But it had no effect at all. Is it possible to disable bites on boss mobs or selected mobs? I appreciate some help, thanks!
I think I figured something out. If I remove the "iceandfire:firedragon" value from "dynamic-blood-values.txt" in the world savefile, it will respect the "iceandfire:multiplier=0" in "vampirism_blood_values.txt" and follow it instead.
But what I can see, all mobs that already are spawned keeps it's old blood value anyway without the change to 0. It just does not show it with the mod waila anymore. Newly spawned mobs respect the value and can't be bitten for blood damage due to it being 0 as in the instructions and only takes standard damage.
Is this correct?
https://minecraft.curseforge.com/projects/howling-moon How bout this?
(Sorry if it has been suggested already, I've got really crap net right now and its taking 5 min to load each page)
There's even hunters in both!
But what I really want is a crossbreed...
Hey smashbro596, I am loving your ideas. Unfortunately, they are rather complex and time consuming to implement :/ I already have a nearly infinite TODO list. However, Cheaterpaul has recently started helping out a little, so maybe I will get to something like this at some point
Working on it
There isn't one in Vampirism for 1.9 or higher.
However, we are planning to re-add (since forever :/).
It has been some time, I have been rather busy. But if you are still interested, I would be grateful for any textures.
1. This is already implemented with the Vampirism Integrations mod. It allows to convert evil craft blood to vampirism blood using a blood sieve.
2. That would probably be easiest to implement on Evilcraft's side, but I will have a look
3.4. The blood in Evilcraft is used quite differently than in Vampirism so for balancing reasons a conversion step (with the blood sieve) is requried
5. 6. Very specific, if someone would implement this, I would happily merge it, but I don't have spare time to do it myself
a) yes, making them more rare might be more "lore friendly" https://github.com/TeamLapen/Vampirism/issues/345
I would say Zombies are just to stupid to realize you are a vampire, but maybe we could do this for skeletons at least
c) Poison is used by some mods as the default way to harm players, so we probably should not change that
Actually, I am not sure if the "iceandfire:multiplier=0" is working (as far as I can remember there is only one multiplier used "minecraft:multiplier" and it affects all values). However, "iceandfire:firedragon=0" in vampirism_blood_values.txt should work. But yes, it only affects newly spawned creatures.
Yes, this is correct.
I had a look at the issue and it seems that the dragons are handled as animals internally, that's why Vampirism decides to calculate a blood value for them. As a sort of workaround I added a max health check for the calculation. Therefore any boss monster (with lots of health) should not be flagged as biteable anymore, so it cannot be easily used as insta kill.
It has been suggested already I have tried to contact the author, but after a long time of inactivity they only responded with something like "yeah, maybe in the future".
I you want to see this, you probably should head over to their forum page, and ask them there.
Hey I seem to be having a problem for the version for Minecraft 1.12.2 where the game crashes (shutting down internal server) whenever I open certain pages of the Guidebook. Here is the report from the immediate crash after looking at the final page in the Blessed Salt section (though this occurs in other, seemingly arbitrary sections)
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 8/16/18 2:00 AM
Description: Rendering screen
java.lang.NoSuchMethodError: amerifrance.guideapi.gui.GuiBase.drawSplitString(Ljava/lang/String;IIII)V
at de.teamlapen.vampirism.modcompat.guide.pages.AlchemicalCauldronRecipePage.draw(AlchemicalCauldronRecipePage.java:123)
at de.teamlapen.vampirism.modcompat.guide.pages.PageHolderWithLinks.draw(PageHolderWithLinks.java:87)
at amerifrance.guideapi.wrapper.PageWrapper.draw(PageWrapper.java:50)
at amerifrance.guideapi.gui.GuiEntry.func_73863_a(GuiEntry.java:82)
at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:353)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1124)
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:497)
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 thread
Stacktrace:
at de.teamlapen.vampirism.modcompat.guide.pages.AlchemicalCauldronRecipePage.draw(AlchemicalCauldronRecipePage.java:123)
at de.teamlapen.vampirism.modcompat.guide.pages.PageHolderWithLinks.draw(PageHolderWithLinks.java:87)
at amerifrance.guideapi.wrapper.PageWrapper.draw(PageWrapper.java:50)
at amerifrance.guideapi.gui.GuiEntry.func_73863_a(GuiEntry.java:82)
at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:353)
-- Screen render details --
Details:
Screen name: amerifrance.guideapi.gui.GuiEntry
Mouse location: Scaled: (279, 198). Absolute: (1116, 264)
Screen size: Scaled: (480, 265). Absolute: (1920, 1057). Scale factor of 4
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityPlayerSP['Biokromos'/339, l='MpServer', x=94.47, y=57.00, z=261.70]]
Chunk stats: MultiplayerChunkCache: 289, 289
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (132,64,248), Chunk: (at 4,4,8 in 8,15; contains blocks 128,0,240 to 143,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 28145 game time, 28145 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: 60 total; [EntitySkeleton['Skeleton'/137, l='MpServer', x=88.29, y=67.00, z=197.53], EntitySheep['Sheep'/138, l='MpServer', x=84.46, y=72.00, z=214.72], EntitySheep['Sheep'/139, l='MpServer', x=86.77, y=73.00, z=302.48], EntitySheep['Sheep'/140, l='MpServer', x=85.83, y=73.00, z=303.32], EntitySheep['Sheep'/141, l='MpServer', x=88.46, y=71.00, z=310.21], EntitySheep['Sheep'/166, l='MpServer', x=107.31, y=64.00, z=232.77], EntityPig['Pig'/167, l='MpServer', x=110.50, y=67.00, z=318.70], EntitySheep['Sheep'/185, l='MpServer', x=125.30, y=65.00, z=240.50], EntitySheep['Sheep'/186, l='MpServer', x=112.82, y=69.00, z=305.49], EntityZombieVillager['Zombie Villager'/187, l='MpServer', x=120.50, y=19.00, z=327.50], EntityPig['Pig'/188, l='MpServer', x=124.69, y=63.00, z=325.95], EntityPig['Pig'/189, l='MpServer', x=125.69, y=63.00, z=326.50], EntityPig['Pig'/190, l='MpServer', x=118.63, y=64.00, z=335.29], EntityZombie['Zombie'/73, l='MpServer', x=16.50, y=23.00, z=208.19], EntitySheep['Sheep'/74, l='MpServer', x=19.50, y=67.00, z=239.50], EntitySheep['Sheep'/75, l='MpServer', x=21.50, y=67.00, z=238.50], EntityBat['Bat'/76, l='MpServer', x=22.24, y=46.74, z=244.45], EntityBasicHunter['Vampire Hunter'/77, l='MpServer', x=17.50, y=74.00, z=273.63], EntitySheep['Sheep'/78, l='MpServer', x=25.29, y=81.00, z=299.51], EntitySheep['Sheep'/79, l='MpServer', x=21.80, y=84.00, z=314.49], EntitySheep['Sheep'/80, l='MpServer', x=25.50, y=82.00, z=301.74], EntitySheep['Sheep'/81, l='MpServer', x=29.26, y=83.00, z=310.51], EntityPlayerSP['Biokromos'/339, l='MpServer', x=94.47, y=57.00, z=261.70], EntityZombie['Zombie'/212, l='MpServer', x=137.50, y=45.00, z=191.50], EntitySheep['Sheep'/213, l='MpServer', x=143.79, y=68.00, z=292.69], EntitySheep['Sheep'/91, l='MpServer', x=52.50, y=67.00, z=183.37], EntityPig['Pig'/92, l='MpServer', x=47.45, y=66.00, z=194.50], EntitySheep['Sheep'/93, l='MpServer', x=32.48, y=64.00, z=237.77], EntitySkeleton['Skeleton'/94, l='MpServer', x=40.73, y=48.00, z=285.47], EntityBasicVampire['Vampire'/222, l='MpServer', x=155.50, y=18.00, z=265.50], EntitySkeleton['Skeleton'/223, l='MpServer', x=157.50, y=18.00, z=271.50], EntityZombie['Zombie'/95, l='MpServer', x=45.50, y=51.00, z=294.50], EntityZombie['Zombie'/224, l='MpServer', x=152.45, y=17.00, z=270.13], EntityEnderman['Enderman'/96, l='MpServer', x=38.46, y=53.00, z=300.26], EntityZombie['Zombie'/225, l='MpServer', x=145.75, y=16.00, z=276.67], EntityCreeper['Creeper'/97, l='MpServer', x=47.50, y=51.00, z=296.50], EntitySheep['Sheep'/226, l='MpServer', x=145.77, y=68.00, z=299.50], EntitySheep['Sheep'/227, l='MpServer', x=151.50, y=68.00, z=305.55], EntitySheep['Sheep'/228, l='MpServer', x=151.50, y=68.00, z=305.55], EntityCow['Cow'/235, l='MpServer', x=170.55, y=68.00, z=184.55], EntitySkeleton['Skeleton'/237, l='MpServer', x=160.50, y=20.00, z=200.50], EntitySkeleton['Skeleton'/238, l='MpServer', x=164.50, y=18.00, z=201.50], EntitySkeleton['Skeleton'/239, l='MpServer', x=165.50, y=25.00, z=254.50], EntitySkeleton['Skeleton'/240, l='MpServer', x=165.50, y=25.00, z=255.50], EntityPig['Pig'/112, l='MpServer', x=52.50, y=67.00, z=182.39], EntityBat['Bat'/241, l='MpServer', x=162.20, y=19.69, z=259.05], EntitySheep['Sheep'/113, l='MpServer', x=55.11, y=67.00, z=188.45], EntitySheep['Sheep'/114, l='MpServer', x=48.77, y=66.00, z=191.60], EntitySheep['Sheep'/115, l='MpServer', x=58.93, y=66.00, z=196.50], EntitySpider['Spider'/243, l='MpServer', x=171.50, y=44.00, z=332.50], EntitySheep['Sheep'/116, l='MpServer', x=62.55, y=70.00, z=207.55], EntitySheep['Sheep'/244, l='MpServer', x=169.89, y=70.00, z=325.50], EntitySheep['Sheep'/117, l='MpServer', x=61.28, y=66.00, z=185.71], EntitySheep['Sheep'/245, l='MpServer', x=169.70, y=69.00, z=322.45], EntitySheep['Sheep'/118, l='MpServer', x=46.73, y=67.00, z=197.49], EntityPig['Pig'/119, l='MpServer', x=48.74, y=66.00, z=198.46], EntitySheep['Sheep'/120, l='MpServer', x=57.48, y=69.00, z=207.29], EntitySheep['Sheep'/121, l='MpServer', x=61.29, y=64.00, z=269.83], EntitySheep['Sheep'/122, l='MpServer', x=61.73, y=72.00, z=313.46], EntityZombie['Zombie'/253, l='MpServer', x=171.47, y=15.00, z=284.51]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
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:497)
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_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 522611808 bytes (498 MB) / 989855744 bytes (944 MB) up to 1073741824 bytes (1024 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M
IntCache: cache: 4, tcache: 0, allocated: 13, tallocated: 95
FML: MCP 9.42 Powered by Forge 14.23.1.2555 8 mods loaded, 8 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-1.12.2-14.23.1.2555.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHIJAAAA | forge | 14.23.1.2555 | forge-1.12.2-14.23.1.2555.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHIJAAAA | mercurius_updater | 1.0 | MercuriusUpdater-1.12.2.jar | None |
| UCHIJAAAA | guideapi | 1.12-2.1.6-61 | Guide-API-1.12-2.1.6-61.jar | None |
| UCHIJAAAA | vampirism | 1.4.4 | Vampirism-1.12.2-1.4.4.jar | None |
| UCHIJAAAA | teamlapen-lib | 1.4.4 | Vampirism-1.12.2-1.4.4.jar | None |
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 397.31' Renderer: 'GeForce GTX 960/PCIe/SSE2'
Launched Version: 1.12.2-forge1.12.2-14.23.1.2555
LWJGL: 2.9.4
OpenGL: GeForce GTX 960/PCIe/SSE2 GL version 4.6.0 NVIDIA 397.31, 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: vanilla
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 4x Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz
Thanks for reporting. Fixed in new version uploading right now