Alright the poll has ended, and a decision has been made. There weren't to many votes, but option 3) won with 6 of 8 votes, luckily it also was my favorite :). I've already started implementing it, the increased fire damage is mostly finished, but there is more to implement and to balance. If you are interested you can follow the progress here (TODO list at the bottom).
Another thing that was mentioned: Some of the (English) texts in Vampirism are not that great (either language wise wrong or not precise enough).
As I'm not a native English speaker I'm not able to fix that, but if you are and you are interested in helping out, feel free to do that. The most interesting files are main_language_file (contains most strings), the guide_book_file and anything here (descriptions in the config and balance files).
You can either do a Pull Request on Github or send be corrected files (e.g. via Github or to [email protected]).
Just released a minor update (version 1.0.3). It syncs some important config values from the server to the client when playing multiplayer (The clients config is just temporarily overridden, so nothing will change in singleplayer) . This can be disabled if you want (although I do not see a reason).
While I'm at it I would like to point out that downgrading (e.g. from 1.1.0-Alpha* to 1.0.3) is not supported. It might work, but I am not responsible if your save won't load afterwards). But there should not be any reason for that as well. All minor patches applied to the stable version (e.g. 1.0.3) are also applied to the alpha releases of the next major version (e.g. 1.1).
Last but not least: I will start updating to MC 1.11 once Vampirism 1.1 is released and then try to support both 1.10 and 1.11 (1.9 is/will be dropped)
Would you allow players who use this to edit your Wiki? The book doesn't seem to work for me so I've been relying on the wiki alot.
However, I've been having to figure out a majority of things through experimentation. I would be glad to help fill/update the Wiki with what I've learned.
After doing some comparisons I think the attack damage of vampire hunters is a little high. I think it should be reduced by ~40% against vampires, and reduced ~80-85% for other creatures. As a rebalance, vampire hunter armor should provide more protection against vampires.
This is mainly because I think vampire hunters should be strong specifically against vampires. Vampires are becoming a huge threat to the way of life of mortals. So, a select few of humans dedicate their existence to the extermination of these foul creatures.
Hello, this mod works perfectly in single player but i'm having a problem with hosting a server with this mod and some others installed, i play on 1.7.10, and my server is hosted on 1.7.10 with forge installed correctly. Here is the server crash file i get when i run the server with the other mods installed:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 12/1/16 5:40 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: iIcon
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoSuchFieldError: iIcon
at de.teamlapen.vampirism.block.BasicFlower.<init>(BasicFlower.java:45)
at de.teamlapen.vampirism.block.VampireFlower.<init>(VampireFlower.java:13)
at de.teamlapen.vampirism.ModBlocks.<clinit>(ModBlocks.java:43)
at de.teamlapen.vampirism.VampirismMod.preInit(VampirismMod.java:128)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_111, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 607666936 bytes (579 MB) / 681574400 bytes (650 MB) up to 2843213824 bytes (2711 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 16 mods loaded, 16 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UCH Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UCH guideapi{1.7.10-1.0.1-20} [Guide-API] ([Source] Guide API.jar)
UCH AutoSapling{1.0} [AutoSapling] (Auto Sapling.jar)
UCH craftablehorsearmour{1.1} [Craftable Horse Armour [CHA&S]] (Crafable Horse Armour.jar)
UCH craftguide{1.6.8.2} [CraftGuide] (CraftGuide Mod.jar)
UCH howlingmoon{1.1.1} [Howling Moon] (Howling Moon Werewolf Mod.jar)
UCH morefuelsmod-1.7.10{1.3.2} [§4§lMore Fuels Mod] (More Fuels Mod.jar)
UCH OrePings{1.7.10-1.0.3} [Ore Pings] (Ore Pings.jar)
UCH RealisticTorches{1.6.3} [Realistic Torches] (Realistic Torches.jar)
UCH recallstones{0.5.2} [Recall Stones] (Recall Stones.jar)
UCH SophisticatedWolves{3.2.0} [SophisticatedWolves] (Sophisticated Wolves.jar)
UCH trashslot{1.0.31} [TrashSlot] (Trashslot Mod.jar)
UCE vampirism{0.7.4.2} [Vampirism] (Vampirism.jar)
UCH worldedit{6.0-beta-01} [WorldEdit] (WorldEdit.jar)
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Here is the server crash report i get when i run the server with Vampirism as the only mod installed:
---- Minecraft Crash Report ----
// I feel sad now
Time: 12/1/16 5:41 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: iIcon
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoSuchFieldError: iIcon
at de.teamlapen.vampirism.block.BasicFlower.<init>(BasicFlower.java:45)
at de.teamlapen.vampirism.block.VampireFlower.<init>(VampireFlower.java:13)
at de.teamlapen.vampirism.ModBlocks.<clinit>(ModBlocks.java:43)
at de.teamlapen.vampirism.VampirismMod.preInit(VampirismMod.java:128)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_111, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 570793480 bytes (544 MB) / 685768704 bytes (654 MB) up to 2843213824 bytes (2711 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UCH Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UCE vampirism{0.7.4.2} [Vampirism] (Vampirism.jar)
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Would you allow players who use this to edit your Wiki? The book doesn't seem to work for me so I've been relying on the wiki alot.
However, I've been having to figure out a majority of things through experimentation. I would be glad to help fill/update the Wiki with what I've learned.
Did you install the GuideAPI mod? It is required to get the book, as I did not want/did not have time to write my own implementation.
But if you want to you can still edit/extend and improve the Wiki. As far as I know you just need a Github account and then you should be able to edit it. Feel free to do so Thanks
After doing some comparisons I think the attack damage of vampire hunters is a little high. I think it should be reduced by ~40% against vampires, and reduced ~80-85% for other creatures. As a rebalance, vampire hunter armor should provide more protection against vampires.
This is mainly because I think vampire hunters should be strong specifically against vampires. Vampires are becoming a huge threat to the way of life of mortals. So, a select few of humans dedicate their existence to the extermination of these foul creatures.
ok, happy to hear some feedback like this, I think balancing is one of the most difficult parts and therefore I need a lot of feedback.
I will think about your suggestion, it is probably reasonable to make them less strong against other creatures, but on the other hand I have to make sure that it is fun to play on the hunter side as well. But there are probably better ways to do this than just attack damage. I'm currently working on several new skill for Vampire Hunters, when I'm done with that, I will try to balance them better keeping your suggestions in mind. Thanks
Hello, this mod works perfectly in single player but i'm having a problem with hosting a server with this mod and some others installed, i play on 1.7.10, and my server is hosted on 1.7.10 with forge installed correctly. Here is the server crash file i get when i run the server with the other mods installed:
Where did you download that jar from?
First of all you are using a version for 1.7.10 that is about 10 month older than the latest version for 1.7.10. Secondly your file is named different than the official downloads, I assume you are using a "deobf" version, but I cannot tell, because the file name says nothing.
Still working on holy water, but I need some suggestions.
Currently there are three tiers of "purity" of holy water. They can be converted to splash bottles and deal instant damage to vampires.
You can trade with a priest villager to get them or the main ingredient holy salt.
But I'm not sure how they should be crafted, and if there should be any hunter skills required.
My current idea is, that everyone can craft the basic potion, if he got holy salt (by trading or looting), but the second tier, requires a hunter skill, while the third can only be found. There also could be a skill, to be able to create holy salt yourself.
What do you think? And where to craft these things and anything else the holy water could be used to?
Still working on holy water, but I need some suggestions.
Currently there are three tiers of "purity" of holy water. They can be converted to splash bottles and deal instant damage to vampires.
You can trade with a priest villager to get them or the main ingredient holy salt.
But I'm not sure how they should be crafted, and if there should be any hunter skills required.
My current idea is, that everyone can craft the basic potion, if he got holy salt (by trading or looting), but the second tier, requires a hunter skill, while the third can only be found. There also could be a skill, to be able to create holy salt yourself.
What do you think? And where to craft these things and anything else the holy water could be used to?
Well holy water can be used to maybe craft it with a weapon and then the first attack it makes applies holy water to whatever it hit (one-time use),usable on crossbows, bows, tools, and weapons. I think it should be crafted by finding a holy book altar(The ones that cure vampires), and left-click with a bottle of salt water. You would get salt water by getting holy salt and crafting it with a bottle of water, and if your not a hunter it's tier one, if you ARE a hunter with the "Holy Water Skill" any holy water you make will become tier two. I like the idea of having tier three be find only, for balancing. I think if you add making holy salt an ability, you should make holy salt a bit expensive, not super expensive,just enough not to build up a big bulk. If you have holy salt just be found (Like in chests) make it fairly common. If you want to make it mine-able, make it like diamond.
Onto the damage, I don't have many numbers in mind, but it should be something like this
Throw a tier one at me, "ow"! (Basic damage)
Throw a tier two at me, "What the **** man?!" (Some decent damage)
Throw a tier three at me, "You're trying to kill me!"(A lot of damage,not enough to kill though, unless they are low level)
Thanks for reading!
Edit:I think holy water should damage undead, plus revealing disguised vampires.
Using version 1.0.3, breaking the coffin results in particles with broken textures. No other block in the mod appears to have the problem. Here's a screenshot:
No resource packs or other mods are installed, beyond Forge of course.
Well holy water can be used to maybe craft it with a weapon and then the first attack it makes applies holy water to whatever it hit (one-time use),usable on crossbows, bows, tools, and weapons. I think it should be crafted by finding a holy book altar(The ones that cure vampires), and left-click with a bottle of salt water. You would get salt water by getting holy salt and crafting it with a bottle of water, and if your not a hunter it's tier one, if you ARE a hunter with the "Holy Water Skill" any holy water you make will become tier two. I like the idea of having tier three be find only, for balancing. I think if you add making holy salt an ability, you should make holy salt a bit expensive, not super expensive,just enough not to build up a big bulk. If you have holy salt just be found (Like in chests) make it fairly common. If you want to make it mine-able, make it like diamond.
Onto the damage, I don't have many numbers in mind, but it should be something like this
Throw a tier one at me, "ow"! (Basic damage)
Throw a tier two at me, "What the **** man?!" (Some decent damage)
Throw a tier three at me, "You're trying to kill me!"(A lot of damage,not enough to kill though, unless they are low level)
Thanks for reading!
Edit:I think holy water should damage undead, plus revealing disguised vampires.
Thank you for these suggestions, they sound reasonable. And I've already started implementing most of them.
Using version 1.0.3, breaking the coffin results in particles with broken textures. No other block in the mod appears to have the problem. Here's a screenshot:
No resource packs or other mods are installed, beyond Forge of course.
Thank you for this report, I will try to fix that.
Hey, I have a suggestion. So I'm playing vampire, I live in my village, and I want some vampiric minions, so I bite some villagers aannd... it died. I think there should be a conversion skill to make it so that unless you use it, you won't convert, but if you do, it will always convert. I also think things you convert should perhaps protect you?
Also a config option to remove level cap would be cool
Alright the poll has ended, and a decision has been made. There weren't to many votes, but option 3) won with 6 of 8 votes, luckily it also was my favorite :). I've already started implementing it, the increased fire damage is mostly finished, but there is more to implement and to balance. If you are interested you can follow the progress here (TODO list at the bottom).
Another thing that was mentioned: Some of the (English) texts in Vampirism are not that great (either language wise wrong or not precise enough).
As I'm not a native English speaker I'm not able to fix that, but if you are and you are interested in helping out, feel free to do that. The most interesting files are main_language_file (contains most strings), the guide_book_file and anything here (descriptions in the config and balance files).
You can either do a Pull Request on Github or send be corrected files (e.g. via Github or to [email protected]).
Thanks in advance to anyone willing to help.
Just released a minor update (version 1.0.3). It syncs some important config values from the server to the client when playing multiplayer (The clients config is just temporarily overridden, so nothing will change in singleplayer) . This can be disabled if you want (although I do not see a reason).
While I'm at it I would like to point out that downgrading (e.g. from 1.1.0-Alpha* to 1.0.3) is not supported. It might work, but I am not responsible if your save won't load afterwards). But there should not be any reason for that as well. All minor patches applied to the stable version (e.g. 1.0.3) are also applied to the alpha releases of the next major version (e.g. 1.1).
Last but not least: I will start updating to MC 1.11 once Vampirism 1.1 is released and then try to support both 1.10 and 1.11 (1.9 is/will be dropped)
Would you allow players who use this to edit your Wiki? The book doesn't seem to work for me so I've been relying on the wiki alot.
However, I've been having to figure out a majority of things through experimentation. I would be glad to help fill/update the Wiki with what I've learned.
After doing some comparisons I think the attack damage of vampire hunters is a little high. I think it should be reduced by ~40% against vampires, and reduced ~80-85% for other creatures. As a rebalance, vampire hunter armor should provide more protection against vampires.
This is mainly because I think vampire hunters should be strong specifically against vampires. Vampires are becoming a huge threat to the way of life of mortals. So, a select few of humans dedicate their existence to the extermination of these foul creatures.
Hello, this mod works perfectly in single player but i'm having a problem with hosting a server with this mod and some others installed, i play on 1.7.10, and my server is hosted on 1.7.10 with forge installed correctly. Here is the server crash file i get when i run the server with the other mods installed:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 12/1/16 5:40 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: iIcon
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoSuchFieldError: iIcon
at de.teamlapen.vampirism.block.BasicFlower.<init>(BasicFlower.java:45)
at de.teamlapen.vampirism.block.VampireFlower.<init>(VampireFlower.java:13)
at de.teamlapen.vampirism.ModBlocks.<clinit>(ModBlocks.java:43)
at de.teamlapen.vampirism.VampirismMod.preInit(VampirismMod.java:128)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_111, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 607666936 bytes (579 MB) / 681574400 bytes (650 MB) up to 2843213824 bytes (2711 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 16 mods loaded, 16 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UCH Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UCH guideapi{1.7.10-1.0.1-20} [Guide-API] ([Source] Guide API.jar)
UCH AutoSapling{1.0} [AutoSapling] (Auto Sapling.jar)
UCH craftablehorsearmour{1.1} [Craftable Horse Armour [CHA&S]] (Crafable Horse Armour.jar)
UCH craftguide{1.6.8.2} [CraftGuide] (CraftGuide Mod.jar)
UCH howlingmoon{1.1.1} [Howling Moon] (Howling Moon Werewolf Mod.jar)
UCH morefuelsmod-1.7.10{1.3.2} [§4§lMore Fuels Mod] (More Fuels Mod.jar)
UCH OrePings{1.7.10-1.0.3} [Ore Pings] (Ore Pings.jar)
UCH RealisticTorches{1.6.3} [Realistic Torches] (Realistic Torches.jar)
UCH recallstones{0.5.2} [Recall Stones] (Recall Stones.jar)
UCH SophisticatedWolves{3.2.0} [SophisticatedWolves] (Sophisticated Wolves.jar)
UCH trashslot{1.0.31} [TrashSlot] (Trashslot Mod.jar)
UCE vampirism{0.7.4.2} [Vampirism] (Vampirism.jar)
UCH worldedit{6.0-beta-01} [WorldEdit] (WorldEdit.jar)
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Here is the server crash report i get when i run the server with Vampirism as the only mod installed:
---- Minecraft Crash Report ----
// I feel sad now
Time: 12/1/16 5:41 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: iIcon
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoSuchFieldError: iIcon
at de.teamlapen.vampirism.block.BasicFlower.<init>(BasicFlower.java:45)
at de.teamlapen.vampirism.block.VampireFlower.<init>(VampireFlower.java:13)
at de.teamlapen.vampirism.ModBlocks.<clinit>(ModBlocks.java:43)
at de.teamlapen.vampirism.VampirismMod.preInit(VampirismMod.java:128)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_111, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 570793480 bytes (544 MB) / 685768704 bytes (654 MB) up to 2843213824 bytes (2711 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UCH Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UCE vampirism{0.7.4.2} [Vampirism] (Vampirism.jar)
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Did you install the GuideAPI mod? It is required to get the book, as I did not want/did not have time to write my own implementation.
But if you want to you can still edit/extend and improve the Wiki. As far as I know you just need a Github account and then you should be able to edit it. Feel free to do so
Thanks
ok, happy to hear some feedback like this, I think balancing is one of the most difficult parts and therefore I need a lot of feedback.
I will think about your suggestion, it is probably reasonable to make them less strong against other creatures, but on the other hand I have to make sure that it is fun to play on the hunter side as well. But there are probably better ways to do this than just attack damage. I'm currently working on several new skill for Vampire Hunters, when I'm done with that, I will try to balance them better keeping your suggestions in mind. Thanks
Where did you download that jar from?
First of all you are using a version for 1.7.10 that is about 10 month older than the latest version for 1.7.10. Secondly your file is named different than the official downloads, I assume you are using a "deobf" version, but I cannot tell, because the file name says nothing.
Please always use the official downloads (for Vampirism as well as any other mod), they are usually linked on the minecraftforum or on curse.
Try out https://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2313875/download.
Still working on more hunter skills and weapons (Mainly fire based). Also working Garlic and Holy Water.
I hope I will be done by Christmas, so I can finally start updating to 1.11.
Still working on holy water, but I need some suggestions.
Currently there are three tiers of "purity" of holy water. They can be converted to splash bottles and deal instant damage to vampires.
You can trade with a priest villager to get them or the main ingredient holy salt.
But I'm not sure how they should be crafted, and if there should be any hunter skills required.
My current idea is, that everyone can craft the basic potion, if he got holy salt (by trading or looting), but the second tier, requires a hunter skill, while the third can only be found. There also could be a skill, to be able to create holy salt yourself.
What do you think? And where to craft these things and anything else the holy water could be used to?
Well holy water can be used to maybe craft it with a weapon and then the first attack it makes applies holy water to whatever it hit (one-time use),usable on crossbows, bows, tools, and weapons. I think it should be crafted by finding a holy book altar(The ones that cure vampires), and left-click with a bottle of salt water. You would get salt water by getting holy salt and crafting it with a bottle of water, and if your not a hunter it's tier one, if you ARE a hunter with the "Holy Water Skill" any holy water you make will become tier two. I like the idea of having tier three be find only, for balancing. I think if you add making holy salt an ability, you should make holy salt a bit expensive, not super expensive,just enough not to build up a big bulk. If you have holy salt just be found (Like in chests) make it fairly common. If you want to make it mine-able, make it like diamond.
Onto the damage, I don't have many numbers in mind, but it should be something like this
Throw a tier one at me, "ow"! (Basic damage)
Throw a tier two at me, "What the **** man?!" (Some decent damage)
Throw a tier three at me, "You're trying to kill me!"(A lot of damage,not enough to kill though, unless they are low level)
Thanks for reading!
Edit:I think holy water should damage undead, plus revealing disguised vampires.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Hey you see this?This is a signature.You see that signature above or below mine?That's called garbage.;)
Oh Yeah Mr.Krabs
Yes I'm a master Enchanter,amazing right?
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
Using version 1.0.3, breaking the coffin results in particles with broken textures. No other block in the mod appears to have the problem. Here's a screenshot:
No resource packs or other mods are installed, beyond Forge of course.
I think Vampire Books should be craftable,I am on the server and they are very rare,I have not even located one!
quick question.
any way you can remove the level cap on creative mode?
i wanna make a vamp with all the powers.
help i cannot turn to vampire the sanguinare vampiris effect only say unknown plz help
Thank you for these suggestions, they sound reasonable. And I've already started implementing most of them.
Thank you for this report, I will try to fix that.
Have you explored the farmworld? I think you can use "/rtp" to move to a random location
There isn't one, but maybe I will add a cheat config option as this feature is requested frequently
Just wait and don't day. The effect takes about a MC day.
Senpai noticed me
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Hey you see this?This is a signature.You see that signature above or below mine?That's called garbage.;)
Oh Yeah Mr.Krabs
Yes I'm a master Enchanter,amazing right?
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
I found the warp but it says does not exist?
Thinking about how to implement a crafting device for things like "alchemic fire" as well as to apply holy water or garlic to weapons.
I have already created a model (cauldron like) (here), but still have not decided how the crafting works. Current thoughts:
What do you think?
Hey, I have a suggestion. So I'm playing vampire, I live in my village, and I want some vampiric minions, so I bite some villagers aannd... it died. I think there should be a conversion skill to make it so that unless you use it, you won't convert, but if you do, it will always convert. I also think things you convert should perhaps protect you?
Also a config option to remove level cap would be cool
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Hey you see this?This is a signature.You see that signature above or below mine?That's called garbage.;)
Oh Yeah Mr.Krabs
Yes I'm a master Enchanter,amazing right?
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
Not gonna happen
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Hey you see this?This is a signature.You see that signature above or below mine?That's called garbage.;)
Oh Yeah Mr.Krabs
Yes I'm a master Enchanter,amazing right?
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?