Vampirism - Become a vampire!

Vampirism - Become a vampire!

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Vampires aren't treated like monsters

Teibidh opened this issue ยท 9 comments

commented

There are several methods in which a lot of players (I would say most modded players) deal with handling hostile mobs near their base.

  1. Lighting

  2. Magnum Torches (Extra Utilities)

  3. Turrets (Open Modular Turrets, and some others I haven't used.)

  4. Golems or other pets (Thaumcraft, but there are other mods that add similar "hunter" pets)

  5. Garlic Torches (Vampirism)

  6. works fine, vampires don't spawn if the area's lit.

  7. seems to be completely ignored. If I have a dark room with a Magnum Torch in it vampires will still spawn.

  8. Turrets don't target vampires at all it seems... even after they attack a player or villager.

  9. Golems (with appropriate cores) don't attack golems.

  10. Garlic Torches ... these work, if you're not a vampire yourself, in which case they're a bit problematic.

The conclusion that I have reached based on some other stuff I've fiddled with is that somewhere along the line the vampire mobs aren't inheriting a class that other hostile entities do, maybe they're not spawned as monsters, or maybe it has something to do with the fact that they have special code to determine who they will target... Either way, it makes getting a late game base set up rather annoying. I'm personally considering this a bug, thus the report. :)

commented

That was intentioned. It is hard to determine the type of modded dimensions, some are completely sealed off (like the nether), some have eternal day or night. This makes it hard for me to decide (at runtime) if there should be sundamage. It could make whole modded dimensions unplayable.

Of course that can be exploited, but that's their fault. Maybe I will look into this again, but I don't think I will have time for that

commented

Some mods white/blacklist dimensions by ID. If you have a way to decide to
do damage or not, maybe you could just put in a blacklist config option?
Still puts the ownership on the player/operator for the decision, but makes
it "fair" for most players.
On Dec 3, 2015 2:47 PM, "Max Becker" [email protected] wrote:

That was intentioned. It is hard to determine the type of modded
dimensions, some are completely sealed off (like the nether), some have
eternal day or night. This makes it hard for me to decide (at runtime) if
there should be sundamage. It could make whole modded dimensions unplayable.

Of course that can be exploited, but that's their fault. Maybe I will look
into this again, but I don't think I will have time for that

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#48 (comment).

commented

That's correct, Vampirism's mobs are not inheriting from EntityMob which is the base class for most vanilla hostile mobs. I cannot remember exactly why I decided to do it this way, but I'm pretty sure I had quite a few reasons for it, I think it had to do with AI on the one side and the fact that hunters/vampires change are hostile or friendly depending on your level.

I understand that this a problem and I will look into 2,3,4, hopefully I find a general solution, otherwise will try to add mod specific support for popular mods like Thaumcraft and ExtraUtilities.

Regarding 5: You can use weak garlic torches, they only affect normal npc vampires (no players and no lords, only the strong ones do). They are intended specifically for this "gameplay" element.

commented

Well, the weak torches may be the answer then. I don't use anything "weak"
when the "strong" version is just a few crop harvests away, but I didn't
realize that was the difference.:)
On Dec 3, 2015 11:29 AM, "Max Becker" [email protected] wrote:

That's correct, Vampirism's mobs are not inheriting from EntityMob which
is the base class for most vanilla hostile mobs. I cannot remember exactly
why I decided to do it this way, but I'm pretty sure I had quite a few
reasons for it, I think it had to do with AI on the one side and the fact
that hunters/vampires change are hostile or friendly depending on your
level.

I understand that this a problem and I will look into 2,3,4, hopefully I
find a general solution, otherwise will try to add mod specific support for
popular mods like Thaumcraft and ExtraUtilities.

Regarding 5: You can use weak garlic torches, they only affect normal npc
vampires (no players and no lords, only the strong ones do). They are
intended specifically for this "gameplay" element.

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#48 (comment).

commented

I will check if the guide book is clear enough about that.

Even though this solves a few problems, the issue you mentioned is still important, so I will work on that.
Thanks for reporting it by the way, did not think about that problem yet :/

commented

You have thought about plenty. One other thing though that I actually just
discovered last night and haven't checked to see if it's been reported
already:

Vampire players in dimensions other than the Overworld don't seem to get
negative effects from the sun. Even a Mystcraft world with the sun stuck at
zenith ("noon") and bright lighting, I can walk around unimpeded. While
this could be a small thing, when you consider that a server operator could
create such a Mystcraft world, then move spawn location to it and never
have negative effects, it could be a pretty hefty balance issue.
On Dec 3, 2015 11:35 AM, "Max Becker" [email protected] wrote:

I will check if the guide book is clear enough about that.

Even though this solves a few problems, the issue you mentioned is still
important, so I will work on that.
Thanks for reporting it by the way, did not think about that problem yet :/

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#48 (comment).

commented

Added this as issue #50

commented

About the main issue: I looked into this and the simplest solution is only one line long, it would solve all problems you mentioned, BUT it would also bring back most of the problems I wanted to avoid.
Your turrets would shoot hunters as well as vampires regardless of their hostility.
Your minions would either be attacked or ignored like before (Depending on how I implement it).

While writing this I realize that does not sound too bad, hopefully I'm not missing something.

A second approach, which would only work in singleplayer, is to "change" the creature type of vampires and hunters depending on the player's level.
At least as the other mods check it in the same way as OpenModularTurrets does (https://github.com/OpenModularTurretsTeam/OpenModularTurrets/blob/master/src/main/java/openmodularturrets/util/TurretHeadUtil.java#L97) this should be possible.

commented

This is somehow implemented for 1.9.4, still not perfect, but closing this issue for now.