I just had a question about the werewolf hunger bar. When I'm in human form it depletes so fast, even when starting full, that it feels like I have a very limited time before I'm transforming into a wolf again. I've started working on an animal farm since it seems like I'm going to need the most monstrous size farm to keep myself in control. Any way to help control this I might not know about?
Hmm, are you playing primarily as a human? I've found that the longer you stay as a werewolf, completing werewolfy activities, the longer it takes your hunger bar to deplete when you change back. If I understand, the hunger bar is a minimum, and you can fill it past what you see onscreen. In my current game I think I've had only 1 forced transformation (not including the initial one), mostly because I spend most of my time in werewolf form anyway (and I'm on day 30+). What I've found is that, especially at higher savagery, you don't really need to shift back to human form that often. You're more efficient at breaking blocks as a werewolf, but it gets harder to use tools, and by the time you hit tier 5 savagery you can 1-shot practically anything besides zombies, witches, and Endermen. The only times I switch back is if I'm going mining (if I'm spelunking that's different) or if I'm going to sleep through the night for some reason, or if I need to transport animals or interact with villagers. But that's just my strategy lol And oh- one tip. Stay up all night every night you can fighting monsters in werewolf form. You'll gain savagery quickly (because even though killing monsters doesn't directly increase it as far as I understand, eating meat does and you'll also get spider eyes, which you can use to make savagery potions), and you'll also quickly accumulate rotting flesh which, while you're in werewolf form, restores 4 entire chicken legs of hunger.
Definitely get a farm. You'll need it. That's my newest goal in my game since I'm slowly starting to deplete my rotten flesh stack. At tier 5 savagery, it becomes very difficult to survive on rotten flesh alone- even in hard mode, where monsters spawn more frequently. I'd recommend cows or pigs as a starter animal, since they can drop 2 pieces of meat each. Do keep in mind, however, that rotting flesh is (at least as far as I can tell) the most efficient way to fill your human hunger, so hunting zombies is very important. A mob grinder may be helpful. I'm trying to make one but so far it's not the most effective
Also, this is not a must, but it helps. Take advantage of your forced transformations on the full moon and use it to grow your pack. At lower levels of savagery, having a few buddies around to protect you is really, really helpful. At higher levels, it's much easier to defend yourself, but it's still nice to have some other werewolves around. Travel to a forest or taiga when you can if you know the moon will be full that night. If you have scent tracking, lock it to a werewolf's scent. Using these methods, I can pick up between 5-7 werewolves on a good night, plus a dire wolf or two- or even more. Just make sure you keep them a safe distance from your animal farm until you have the animals fenced in completely. NPC werewolves get hungry too, and they may make short work of your carefully collected animals otherwise.
Oh! On another note, I made two new skins! The first one is based off a picture of a gerberian shepsky with an absolutely gorgeous coat that I found on Google, the other is modeled after an African Wild Dog. They're a little different than a traditional wolfy coat, but they'll certainly add variety.
Thanks for the tips. I hadn't thought about eating rotten flesh. Of course this poses a new problem with the mod pack I'm playing because it also has the zombie infection mod, which gives a small chance of being infected from eating raw meat. Yeah that's happened to me.
Thanks for the tips. I hadn't thought about eating rotten flesh. Of course this poses a new problem with the mod pack I'm playing because it also has the zombie infection mod, which gives a small chance of being infected from eating raw meat. Yeah that's happened to me.
No problem! And oh, I see... that would complicate things. Heh, I keep my werewolves a good couple of chunks from my main base XD
The Meaning of Life, the Universe, and Everything.
Join Date:
4/22/2012
Posts:
57
Minecraft:
Razmen
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Some of those are nice skins but I won't add any by default at this time. However I'll list them in a spoiler so others can easily find and download them as custom skins for now. Nice work.
In addition to the typical scent tracking, werewolves, dire wolves, and regular wolves should naturally give off different colored scent trails. This could be enabled/disabled through the config and/or the menu.
In real life, canines identify each other through scent, and while this isn't exactly real life, it still makes sense and would be kinda cool to see
I just had a question about the werewolf hunger bar. When I'm in human form it depletes so fast, even when starting full, that it feels like I have a very limited time before I'm transforming into a wolf again. I've started working on an animal farm since it seems like I'm going to need the most monstrous size farm to keep myself in control. Any way to help control this I might not know about?
Satiation Charms, they are made to combat the werewolf hunger bar, especially in human form. JayZX535 also gave nice information, and as he figured out, the werewolf hunger bar while transformed is just a minimum to not get negative effects when exiting the transformation and can be filled far past what the bar shows. In human form however the bar is the limit, but meat, especially raw, and Satiation Charms is more then enough to keep it at bay. I will be making slight adjustments to it though as time goes on.
Some of those are nice skins but I won't add any by default at this time. However I'll list them in a spoiler so others can easily find and download them as custom skins for now. Nice work.
I'll consider it, Scent Tracking is still wip.
Ah, okay- thanks! I'll post more as I make them
Alrighty-- well it's a really great feature! I love the way you do it, too-- it's really similar to the scent tracking in WolfQuest, so it was very easy to get used to.
Oh! One more thought! It would be cool if dire wolves and werewolves in the area would respond when the player howls. I don't know how easy that would be to implement, but it would make it easier to locate other lycans in the area.
Also, I'm not positive, but savagery for taming may be broken... I'm pretty sure I was able to tame a savagery 5 werewolf on my first night out.
Ah, okay- thanks! I'll post more as I make them
Alrighty-- well it's a really great feature! I love the way you do it, too-- it's really similar to the scent tracking in WolfQuest, so it was very easy to get used to.
Oh! One more thought! It would be cool if dire wolves and werewolves in the area would respond when the player howls. I don't know how easy that would be to implement, but it would make it easier to locate other lycans in the area.
Also, I'm not positive, but savagery for taming may be broken... I'm pretty sure I was able to tame a savagery 5 werewolf on my first night out.
Howling is getting more tweaks with the pack update. Also the taming with savagery isn't broken, I just didn't fully explain it. It's in the book now but you can tame werewolves that are up to 2 savagery tiers/levels higher then yours. So a Tier 3 werewolf, what you start as when first transforming, can tame any werewolf. But werewolves that have a higher savagery level then yours, have behavior issues. This will be expanded upon in 1.1 but currently they will go out and attack prey for food before their hunger bar runs out instead of waiting for it to be empty. They also become untamed if their savagery level is 3 levels higher then yours.
Howling is getting more tweaks with the pack update. Also the taming with savagery isn't broken, I just didn't fully explain it. It's in the book now but you can tame werewolves that are up to 2 savagery tiers/levels higher then yours. So a Tier 3 werewolf, what you start as when first transforming, can tame any werewolf. But werewolves that have a higher savagery level then yours, have behavior issues. This will be expanded upon in 1.1 but currently they will go out and attack prey for food before their hunger bar runs out instead of waiting for it to be empty. They also become untamed if their savagery level is 3 levels higher then yours.
Okay, cool!
Oh! I thought you started on tier 2, not tier 3- that would explain it XD And oh, that explains why my werewolves in my other world were so nutty sometimes XD Makes sense now- thanks!
The Meaning of Life, the Universe, and Everything.
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ArthaDemon
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I wonder, is there any way to replace the player model entirely? I love the mo'creatures werewolf mob, but there seems to be no way to turn into it... if this mod could have an option for people to add their own model in (Or for you to make your own model that is similarly vicious looking) it would be amazing! I'd love to run around as the fire werewolf!
I wonder, is there any way to replace the player model entirely? I love the mo'creatures werewolf mob, but there seems to be no way to turn into
it... if this mod could have an option for people to add their own model in (Or for you to make your own model that is similarly vicious looking) it would be amazing! I'd love to run around as the fire werewolf!
The Mo' Creatures werewolf model seems to be a little more complicated- I have played with Morph mod in the past and even it couldn't get the werewolf model. So I have a feeling it would be a complicated thing...
I have a question
I usually encounter werewolves and when is the day they remain werewolves?
I wonder when you will add days werewolf turns human?
day they will be villagers or you add a texture to the day of werewolves?
As of now, NPC werewolves never morph between man and wolf, however Razmen said this a while back...
Quote from Razmen>>
Other wolf packs are planned, it's already somewhat possible, but I push it back to be implemented with the werewolf villagers in 1.1. (emphasis added)
So it would seem that werewolf villagers are planned for the next major update (1.1) if Razmen hasn't changed the schedule
Right now, even members of your pack despawn if you switch to peaceful, and they register as hostile mobs. Maybe you could make it so that they don't despawn in peaceful, but new werewolves won't spawn unless the difficulty is easy or higher. This would probably mean not registering them as hostile mobs, but I don't think a mob has to be considered "hostile" to show hostile behavior.
Could you add a werewolf that looks like the dire wolf and also add a config option to have werewolves only change on full moons along with the ability to disable some werewolf textures
what I mean by a werewolf like the dire wolf I mean like adding a new texture that looks like the dire wolf
If you want a werewolf that looks like the dire wolf, you could make your own texture and add that There's a Howling Moon textures folder in the config folder that allows you to add custom textures for your werewolves.
I wonder, is there any way to replace the player model entirely? I love the mo'creatures werewolf mob, but there seems to be no way to turn into it... if this mod could have an option for people to add their own model in (Or for you to make your own model that is similarly vicious looking) it would be amazing! I'd love to run around as the fire werewolf!
There will be a model that is somewhat similar to mo'creatures's werewolf in the next major update. As for custom models, it'll be a bit complicated for me to do right now, so if I ever do add it, it won't be for a long time.
i have a suggestion, maybe werewolves could be friendly with mobs?
Perhaps put that as an option in the werewolf menu.
Also will post skins 4 additional ones when i make em!
good luck with the mod XD
You can expect slightly different hostile mob behavior to werewolves in 1.1, they won't exactly all be friendly though, depending on the mob. Before I even released this mod as a wip, I attempted to change it but it result in buggy behavior so I scrapped it at the time.
Right now, even members of your pack despawn if you switch to peaceful, and they register as hostile mobs. Maybe you could make it so that they don't despawn in peaceful, but new werewolves won't spawn unless the difficulty is easy or higher. This would probably mean not registering them as hostile mobs, but I don't think a mob has to be considered "hostile" to show hostile behavior.
Thank you for bring this up, I'll change it so tame/passive ones won't despawn in peaceful.
Could you add a werewolf that looks like the dire wolf and also add a config option to have werewolves only change on full moons along with the ability to disable some werewolf textures.
what I mean by a werewolf like the dire wolf I mean like adding a new texture that looks like the dire wolf
As JayZX535 pointed out, you can make your own texture. I currently have no plans of adding more textures at this time, especially since I'm terrible at making them. I also won't allow disabling specific ones for now, I may allow it in a later update however. But I will add a config to disable manual transformations or only allow it during full moons.
Quote from Razmen>>
Thank you for bring this up, I'll change it so tame/passive ones won't despawn in peaceful.
Thank you! I like switching back and forth between peaceful and other modes sometimes because I like to build stuff without being trolled by the mobs lol But I don't want to lose my pack if I do so... XD
maybe when u transform into a werewolf maybe there be a special effect?
maybe when u transform a beacon light shines upon you for a few seconds or maybe fireworks?
I thought about a transformation transition, but what I wanted to do with it was a bit much for just a small visual feature so I pushed it aside for now and instead work on actual content and functionality. But I can make a small visual flash/effect for now that you can enable in the config file for the next update.
I have a question, Razmen. How good do I need to be at Java and 3D game programming to make minecraft mods?
For minecraft mods you don't need that much experience to make them, at least for simple ones. Some may disagree with that statement but just some java knowledge and understanding of programming concepts is enough, of course the more you know about coding, the easier it will be. The important thing is your willingness to learn.
There are quite a bit of tutorials out there for getting started that will greatly help. If you don't know much about java though you should take the time to learn it before making a mod. Following tutorials is great but if you don't understand what they're doing or why it works you need to stop and try to learn about it.
Someone should make a Kitsune, Nine Tailed Fox Version of this mod with unique abilities of their own. That would be awesome!! A Dragon version would be cool as well, we need to get a communtiy together of mods like this, their aren't enough of them. Though it would be cool to have an RPG skill GUI that we could level up the skills and make them stronger.
I would make mods, but I haven't been able to work on my coding classes because of being without internet.
Admittedly I was not expecting that results....it can't be right, I for one have to much a hero complex for that to be right and two: I am one of the most Pessimistic people around.....yea I have no idea how I got Mew.....
Now I got it, this is the Pokemon I would be. And I am not just saying that because I like Mewtwo, I really am a lot like Mewtwo.
Hmm, are you playing primarily as a human? I've found that the longer you stay as a werewolf, completing werewolfy activities, the longer it takes your hunger bar to deplete when you change back. If I understand, the hunger bar is a minimum, and you can fill it past what you see onscreen. In my current game I think I've had only 1 forced transformation (not including the initial one), mostly because I spend most of my time in werewolf form anyway (and I'm on day 30+). What I've found is that, especially at higher savagery, you don't really need to shift back to human form that often. You're more efficient at breaking blocks as a werewolf, but it gets harder to use tools, and by the time you hit tier 5 savagery you can 1-shot practically anything besides zombies, witches, and Endermen. The only times I switch back is if I'm going mining (if I'm spelunking that's different) or if I'm going to sleep through the night for some reason, or if I need to transport animals or interact with villagers. But that's just my strategy lol
Definitely get a farm. You'll need it. That's my newest goal in my game since I'm slowly starting to deplete my rotten flesh stack. At tier 5 savagery, it becomes very difficult to survive on rotten flesh alone- even in hard mode, where monsters spawn more frequently. I'd recommend cows or pigs as a starter animal, since they can drop 2 pieces of meat each. Do keep in mind, however, that rotting flesh is (at least as far as I can tell) the most efficient way to fill your human hunger, so hunting zombies is very important. A mob grinder may be helpful. I'm trying to make one but so far it's not the most effective
Also, this is not a must, but it helps. Take advantage of your forced transformations on the full moon and use it to grow your pack. At lower levels of savagery, having a few buddies around to protect you is really, really helpful. At higher levels, it's much easier to defend yourself, but it's still nice to have some other werewolves around. Travel to a forest or taiga when you can if you know the moon will be full that night. If you have scent tracking, lock it to a werewolf's scent. Using these methods, I can pick up between 5-7 werewolves on a good night, plus a dire wolf or two- or even more. Just make sure you keep them a safe distance from your animal farm until you have the animals fenced in completely. NPC werewolves get hungry too, and they may make short work of your carefully collected animals otherwise.
Oh! On another note, I made two new skins! The first one is based off a picture of a gerberian shepsky with an absolutely gorgeous coat that I found on Google, the other is modeled after an African Wild Dog. They're a little different than a traditional wolfy coat, but they'll certainly add variety.
Thanks for the tips. I hadn't thought about eating rotten flesh. Of course this poses a new problem with the mod pack I'm playing because it also has the zombie infection mod, which gives a small chance of being infected from eating raw meat. Yeah that's happened to me.
Save one man and you save the world. Check me out on YouTube https://www.youtube.com/user/Wolfenoutt
No problem! And oh, I see... that would complicate things. Heh, I keep my werewolves a good couple of chunks from my main base XD
I'll consider it, Scent Tracking is still wip.
Satiation Charms, they are made to combat the werewolf hunger bar, especially in human form. JayZX535 also gave nice information, and as he figured out, the werewolf hunger bar while transformed is just a minimum to not get negative effects when exiting the transformation and can be filled far past what the bar shows. In human form however the bar is the limit, but meat, especially raw, and Satiation Charms is more then enough to keep it at bay. I will be making slight adjustments to it though as time goes on.
Awesome thanks. I did find the satiation charms in the book last night and thought that sounded great. What's the radius on those?
Save one man and you save the world. Check me out on YouTube https://www.youtube.com/user/Wolfenoutt
Ah, okay- thanks! I'll post more as I make them
Alrighty-- well it's a really great feature! I love the way you do it, too-- it's really similar to the scent tracking in WolfQuest, so it was very easy to get used to.
Oh! One more thought! It would be cool if dire wolves and werewolves in the area would respond when the player howls. I don't know how easy that would be to implement, but it would make it easier to locate other lycans in the area.
Also, I'm not positive, but savagery for taming may be broken... I'm pretty sure I was able to tame a savagery 5 werewolf on my first night out.
8 block radius. A 17x17x17 cube.
Howling is getting more tweaks with the pack update. Also the taming with savagery isn't broken, I just didn't fully explain it. It's in the book now but you can tame werewolves that are up to 2 savagery tiers/levels higher then yours. So a Tier 3 werewolf, what you start as when first transforming, can tame any werewolf. But werewolves that have a higher savagery level then yours, have behavior issues. This will be expanded upon in 1.1 but currently they will go out and attack prey for food before their hunger bar runs out instead of waiting for it to be empty. They also become untamed if their savagery level is 3 levels higher then yours.
Okay, cool!
Oh! I thought you started on tier 2, not tier 3- that would explain it XD And oh, that explains why my werewolves in my other world were so nutty sometimes XD Makes sense now- thanks!
I wonder, is there any way to replace the player model entirely? I love the mo'creatures werewolf mob, but there seems to be no way to turn into it... if this mod could have an option for people to add their own model in (Or for you to make your own model that is similarly vicious looking) it would be amazing! I'd love to run around as the fire werewolf!
I have a question
I usually encounter werewolves and when is the day they remain werewolves?
I wonder when you will add days werewolf turns human?
day they will be villagers or you add a texture to the day of werewolves?
The Mo' Creatures werewolf model seems to be a little more complicated- I have played with Morph mod in the past and even it couldn't get the werewolf model. So I have a feeling it would be a complicated thing...
As of now, NPC werewolves never morph between man and wolf, however Razmen said this a while back...
So it would seem that werewolf villagers are planned for the next major update (1.1) if Razmen hasn't changed the schedule
I just had another thought.
Right now, even members of your pack despawn if you switch to peaceful, and they register as hostile mobs. Maybe you could make it so that they don't despawn in peaceful, but new werewolves won't spawn unless the difficulty is easy or higher. This would probably mean not registering them as hostile mobs, but I don't think a mob has to be considered "hostile" to show hostile behavior.
Could you add a werewolf that looks like the dire wolf and also add a config option to have werewolves only change on full moons along with the ability to disable some werewolf textures
what I mean by a werewolf like the dire wolf I mean like adding a new texture that looks like the dire wolf
If you want a werewolf that looks like the dire wolf, you could make your own texture and add that
There will be a model that is somewhat similar to mo'creatures's werewolf in the next major update. As for custom models, it'll be a bit complicated for me to do right now, so if I ever do add it, it won't be for a long time.
It's in the 1.1 update with villagers, but not all werewolves will be able to change back to human.
You can expect slightly different hostile mob behavior to werewolves in 1.1, they won't exactly all be friendly though, depending on the mob. Before I even released this mod as a wip, I attempted to change it but it result in buggy behavior so I scrapped it at the time.
Thank you for bring this up, I'll change it so tame/passive ones won't despawn in peaceful.
As JayZX535 pointed out, you can make your own texture. I currently have no plans of adding more textures at this time, especially since I'm terrible at making them. I also won't allow disabling specific ones for now, I may allow it in a later update however. But I will add a config to disable manual transformations or only allow it during full moons.
Thank you! I like switching back and forth between peaceful and other modes sometimes because I like to build stuff without being trolled by the mobs lol
I have a question, Razmen. How good do I need to be at Java and 3D game programming to make minecraft mods?
If you're interested in an awesome, white-listed, pure vanilla server, consider applying!
http://www.minecraftforum.net/forums/servers/pc-servers/2811770-axiba-smp-community-focused-vanilla-survival#c4
I thought about a transformation transition, but what I wanted to do with it was a bit much for just a small visual feature so I pushed it aside for now and instead work on actual content and functionality. But I can make a small visual flash/effect for now that you can enable in the config file for the next update.
For minecraft mods you don't need that much experience to make them, at least for simple ones. Some may disagree with that statement but just some java knowledge and understanding of programming concepts is enough, of course the more you know about coding, the easier it will be. The important thing is your willingness to learn.
There are quite a bit of tutorials out there for getting started that will greatly help. If you don't know much about java though you should take the time to learn it before making a mod. Following tutorials is great but if you don't understand what they're doing or why it works you need to stop and try to learn about it.
Someone should make a Kitsune, Nine Tailed Fox Version of this mod with unique abilities of their own. That would be awesome!! A Dragon version would be cool as well, we need to get a communtiy together of mods like this, their aren't enough of them. Though it would be cool to have an RPG skill GUI that we could level up the skills and make them stronger.
I would make mods, but I haven't been able to work on my coding classes because of being without internet.