Hey! I have found a bug its really awesome but Im not sure if its of the mod or an error, Im a vampire, and every time I transform into a bat and quickly I become vampire again I regenerate 1/2 heart, and I did it a lot that I regenerate all my life
Should be mostly removed in one of the next updates, although a small benefit might remain. But I guess it is quite annoying switching back and forth couple of times.
Thanks for all your hard work! This mod is a lot of fun - really enjoying it.
Looking forward to the Integrations mod coming out of Alpha - would love to include it in my CurseForge pack.
Some more suggestions for Integrations:
Ice & Fire: Dragons in a Whole New Light
- Make the snow villagers bitable for blood
- Dragons can be harvested in this mod for blood, flesh, and hearts - maybe make these consumable for vampires? Perhaps with a temporary effect after consuming? Maybe the fire dragon blood could give some temporary fire resistance and the ice dragon blood give temporary sun damage resistance?
Tinker's Construct
- Blood in the smeltery from smelting rotten flesh - maybe make this consumable? Maybe it could be a high ratio like 64 rotten flesh to one bottle of blood, since the rotten flesh is maybe too easy to obtain.
ToroQuest - thanks so much for making the guards and sentries attack vampires! This is great! It's probably good that they are not bitable - there are too many of them so it makes it too easy to find prey... But would it be possible to make the Toros (the bull creatures) bitable for blood? And/or the shopkeepers and fugitives?
At least provide the used MC/Forge and Vampirism versions. Cannot reproduce it myself
Best way is to upload your crash report (in the minecraft directory in crash-reports) e.g. to https://paste.ee.
All necessary informations are in there and I am usually able to solve the issue within minutes.
At least provide the used MC/Forge and Vampirism versions. Cannot reproduce it myself
Best way is to upload your crash report (in the minecraft directory in crash-reports) e.g. to https://paste.ee.
All necessary informations are in there and I am usually able to solve the issue within minutes.
Im trying to run the latest alpha, but vampirismsintegrations doesn't like it. i get the error saying I must be running vampirism 1.4.0-alpha+11-21-22-25 or above
But I obviously am runnign something above that version as I am running the latest alpha. Any ideas whats going on? I need the vampireintegration so i can feed off the MCA villagers.
or is there a new version of vampireintegrations i need? (but cant find)
EDIT: Don't mind me. I found there IS a new version of vampireintegrations and where it was. lol
was the recent alpha for vampirism, and the forge version was 14.23.1.2607
Thank you!
It seems to be unrelated to the bat mode. Apparently you have set the hunter camp density to 0 which causes to crash the game. I thought the system would prevent this, but it does not. I will add an additional check.
BTW if you want to get rid of the hunter camps, set the density value very high as it is used inverse.
So, whats the purpose of being able to have more than 20 blood?
What is the mobile charging skill? is that the 'blood charge' skill? How does it work?
Also, I am using the heartseeker sword, and the shield wont work when I have the sword in my hand
What impact does the level of blood charge in a sword have?
More blood means you will have to drink less often, because you can store more yourself.
The blood charge works by right-clicking while holding a chargeable item/sword. This is also the reason the shield does not work. Therefore I have changed in to require a sneak right click for charging (next alpha).
The sword has to be charged to deal (reasonable) damage, but the level of charge is irrelevant.
Can it be possible to have the sunscreen beacon drop itself when you mine it? I know its cheat only, but I sell them in the server's shop (at a ridiculous price) and when you place and then mine them, the block just dissapears.
Mhh, ok.
I have added a config that enables the beacon to be mined (and displayed in the creative tab), but made it unbreakable (in survival) if the config is disabled. (Next version)
So Blood Magic just got a 1.12 update. It would be cool if the two mods interacted, with the player able to draw from the blood altar for blood bottles and vice versa, and (possibly when they're a full vampire so it's not game breaking) Vampire players can use the soul nexus (basically draw power from their altar from afar) to feed to their thirst.
Thanks! This is great!
On my server now the Ice and Fire villagers are biteable, most of the Animania animals are biteable, and I made a lot of the ToroQuest mobs biteable!
For reference, anyone else trying to do this, just create "vampirism_blood_values.txt" in your "config\vampirism" folder. Below are the contents of mine:
I will change it so you heal as long as you have 18 or more blood (9 bars). For the quick heal you still need full saturation.
The special version can only be found in the world
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!
I used the Vampirism mod for a modpack.
It can be found here:
http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/mod-packs/2886249-divine-black-magic-werewolves-and-vampires
You can set the vampire spawn rates to zero and the hunter tent density very low. Or just play on peaceful. But I don't really see a point in that ^^
You have to make you decisions. Shouldn't get too overpowered
Should be mostly removed in one of the next updates, although a small benefit might remain. But I guess it is quite annoying switching back and forth couple of times.
Will have a look at these suggestions
Alpha
https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2526149
Major Changes:
Bat mode crashes the game.
I need a little bit more information than that.
At least provide the used MC/Forge and Vampirism versions. Cannot reproduce it myself
Best way is to upload your crash report (in the minecraft directory in crash-reports) e.g. to https://paste.ee.
All necessary informations are in there and I am usually able to solve the issue within minutes.
https://paste.ee/p/lkjSm
right.. here you go.
was the recent alpha for vampirism, and the forge version was 14.23.1.2607
Im trying to run the latest alpha, but vampirismsintegrations doesn't like it. i get the error saying I must be running vampirism 1.4.0-alpha+11-21-22-25 or above
But I obviously am runnign something above that version as I am running the latest alpha. Any ideas whats going on? I need the vampireintegration so i can feed off the MCA villagers.
or is there a new version of vampireintegrations i need? (but cant find)
EDIT: Don't mind me. I found there IS a new version of vampireintegrations and where it was. lol
So, whats the purpose of being able to have more than 20 blood?
What is the mobile charging skill? is that the 'blood charge' skill? How does it work?
Also, I am using the heartseeker sword, and the shield wont work when I have the sword in my hand
What impact does the level of blood charge in a sword have?
Thank you!
It seems to be unrelated to the bat mode. Apparently you have set the hunter camp density to 0 which causes to crash the game. I thought the system would prevent this, but it does not. I will add an additional check.
BTW if you want to get rid of the hunter camps, set the density value very high as it is used inverse.
More blood means you will have to drink less often, because you can store more yourself.
The blood charge works by right-clicking while holding a chargeable item/sword. This is also the reason the shield does not work. Therefore I have changed in to require a sneak right click for charging (next alpha).
The sword has to be charged to deal (reasonable) damage, but the level of charge is irrelevant.
Mhh, ok.
I have added a config that enables the beacon to be mined (and displayed in the creative tab), but made it unbreakable (in survival) if the config is disabled. (Next version)
Ok, cool.
Although with the blood, I still have to drink as often to heal damage
I noticed there is a '''special' version of the swords, but no apparent way to make then.
Good point.
I will change it so you heal as long as you have 18 or more blood (9 bars). For the quick heal you still need full saturation.
The special version can only be found in the world
So Blood Magic just got a 1.12 update. It would be cool if the two mods interacted, with the player able to draw from the blood altar for blood bottles and vice versa, and (possibly when they're a full vampire so it's not game breaking) Vampire players can use the soul nexus (basically draw power from their altar from afar) to feed to their thirst.
the new weapons are really neat. heres one thing though.
i... i kinda would like it if in creative mode they are always charged.
Thanks! This is great!
On my server now the Ice and Fire villagers are biteable, most of the Animania animals are biteable, and I made a lot of the ToroQuest mobs biteable!
For reference, anyone else trying to do this, just create "vampirism_blood_values.txt" in your "config\vampirism" folder. Below are the contents of mine:
iceandfire:snowvillager=10
toroquest:toroquest_sentry=10
toroquest:toroquest_fugitive=10
toroquest:toroquest_toro=10
animania:cow_holstein=10
animania:bull_holstein=10
animania:cow_friesian=10
animania:bull_friesian=10
animania:cow_angus=10
animania:bull_angus=10
animania:cow_longhorn=10
animania:bull_longhorn=10
animania:cow_hereford=10
animania:bull_hereford=10
animania:sow_yorkshire=10
animania:hog_yorkshire=10
animania:sow_old_spot=10
animania:hog_old_spot=10
animania:sow_large_black=10
animania:hog_large_black=10
animania:sow_large_white=10
animania:hog_large_white=10
animania:sow_duroc=10
animania:hog_duroc=10
animania:sow_hampshire=10
animania:hog_hampshire=10
animania:ewe_friesian=10
animania:ram_friesian=10
animania:ewe_suffolk=10
animania:ram_suffolk=10
animania:ewe_dorper=10
animania:ram_dorper=10
animania:ewe_dorset=10
animania:ram_dorset=10
animania:ewe_jacob=10
animania:ram_jacob=10
animania:ewe_merino=10
animania:ram_merino=10
animania:doe_pygmy=10
animania:buck_pygmy=10
animania:doe_alpine=10
animania:buck_alpine=10
animania:doe_fainting=10
animania:buck_fainting=10
animania:doe_kiko=10
animania:buck_kiko=10
animania:doe_kinder=10
animania:buck_kinder=10
animania:doe_angora=10
animania:buck_angora=10
Rutes, the Blue Orc Warrior & Ruce, the Young Dwarf Warrior
Try my modpack! https://minecraft.curseforge.com/projects/less-tech-more-dragon
You know there is an integration side mod, that gives such values to Animania mods yes?
Great mod - helps fill the Witchery-shaped hole in my heart.
I have a few "Tough as Nails" ( https://minecraft.curseforge.com/projects/tough-as-nails?gameCategorySlug=mc-mods&projectID=246391 ) integration suggestions ...
Vampires shouldn't need to drink water to refill the "thirst meter".
Perhaps Vampires should be slightly more resistant to temperature changes than mortals.
I have an "Angel of Vengeance" ( https://minecraft.curseforge.com/projects/angel-of-vengeance?gameCategorySlug=mc-mods&projectID=266138 ) integration suggestion.
Vampires should probably be considered "undead" and take double damage from the holy spells.
I would love vampires that are also angels to be immune to the sun and be considered angels by "mobtype"
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?
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!