[Feature] better compatibility with Ice and Fire and other mods adding mobs
stepech opened this issue ยท 6 comments
What would you like to have changed or added to Vampirism
I'd like to see (haven't found yet, may be it's there, then I am sorry) some way to blacklist drinking blood of some entities, as it makes game heavily unbalanced - eg. When you kill dragon in Ice and Fire, you get dragon skull. Dragon skull is supposed to be "trophy", thus it is placable. When you place it, it behaves as an entity and when you "break" (in this case kill) it, you get the dragon skull back. Dragons are quite large animals, skulls might be bigger than player in some cases, so Vampirism mod calculates it as entity with a lot of blood and players then don't have to run around and "drink" animals, they just need to carry one skull with them and whenever thirsty, just place it and drink it. What's worse is that it is "renewable" because upon drinking everything, the skull just gets broken and drops itself as an item, so you can place it again.
I believe it might be issue with some other mods too, as they might add some entities who are eg. undead and you can already see from their texture that they contain 0 blood, like some skeletons - but as of now, those mobs are still "drinkable". It would be nice to have blacklist, or at least some basic compatibility layer with those mods.
Does this make the mod experience more balanced?
Significantly
Can you provide additional resources (etc. textures or models)
never mind it is not Livingentity it is AnimalEntity
and it is open source github just couldn't find it
- (a) what we could do
- blacklist Monster & Watercreature EntityClassification
- a simple list config option for simple blacklisting (no datapack required)
- (b) vampirism integrated blacklist should do it
take a look at https://github.com/TeamLapen/Vampirism/wiki/Biteable-Creatures-Blood-Grinder.
You can set the blood values to 0 for the entities to blacklist them.
You can also send the pack to us, so we can include them in vampirism by default.
note: since you can only bite "living entities" it seems like the dragon skulls are "living entities", why? but closed source.
this is still an issue we have to address on our end.
a) there might be a legimate reason to use LivingEntity
for "dummy" mobs. Futhermore there might be entities that can easily be (re)spawned/summoned. My implementation of the blood value calculation is probably a bit to optimistical. The only "safety" check is a upper limit afaik. So maybe we can find a few more checks/constrains to avoid exploits like that or even fall back to not using automatically calculated values by default. Or make it easier to blacklist entities
b) IceAndFire is a very popular mod in 1.16/1.15, so we should at least add the mobs to the blacklist.
I love those automatically calculated blood values, it provides really seamless integration with other mods, with usually no need of changing anything. I agree with some easier way to blacklist some entities - I am not a developer, so idk how hard it might be, but may be introduce some in-game way of doing so, like provide op with command they enter and the next mob/entity they hit will be added on the blacklist. Sometimes it's hard to find entity names, especially in some mods which don't provide source code or some clear wiki page. But as you've already mentioned, you already sort of have way of blacklisting an entity and even better - with a possibility to change the blood value absolutely, so you allow server moderators to customize your modpack even more and that's really great. I wouldn't mind mind having some mobs included defaultly, but that might be already too much work for you guys, watching other mods updates etc. And with Ice & Fire mod especially, which has hundreds of open unresolved issues, it might be a bit dangerous.