RPG Race Mod
He has an ice-cold heart!
YOU MUST DOWNLOAD A CONTENT PACK - LIKE VANILLA RACES - TO USE THIS MOD!!!!
INCOMPATIBLE WITH MODS THAT CHANGE BASE HEALTH - LIKE TOUGH AS NAILS
Have you ever been playing Minecraft, just minding your own business, until suddenly, you accidentally hit F5 and are forced to confront the horrifying, azure-trousered, pixelated monstrosity that is Steve? Have you played Minecraft for such long hours that its unchanging 10 heart health bar is forever burned into your mind, eternally mocking you about the friends and family that you scorned just to play this meaningless game? Do you despise the human race?
If so, this mod is for you!!!!1!!!1!!!
Using the power of the Tome of Races, you can abandon your pitiful mortal shell and become something much better! Like a cow! Or a pig! (Note: mortality may still apply)
Each race has different base stats, along with several abilities, one of which is passive, and always applied, and two of which are activated on command! They can also have weaknesses too.
You can also use your player skin for each race. However, your normal skin probably won't work. To create one compatible with your chosen race, find the default main texture for that race's entity, edit it to your heart's content, and upload it as your skin. Then, when choosing your race, simply select "Use Player Skin" instead of "Use Race Default".
This mod is still in development, but will be updated rapidly. It is composed of two parts, the RPG Race Mod, which adds the framework the mod uses as well as one race, Human. If you want other races, check out my companion mod RPG Race Mod - Vanilla Races, which will eventually add all vanilla mobs as playable races. In the future, once a sizable amount of vanilla mobs have been added, I will release the API for RPG Race Mod, allowing other modders to easily add their own mobs as playable races to the game.
RPG Race Mod currently adds the following races (see RPG Race Mod - Vanilla Races for the rest):
Human:
Changelog:
-V.1.0.3
-Fixed earlier errors
-Wouldn't take old version for some reason, skipped 1.0.2
-Added framework for adding races as entities, but TBI
v.1.0.2
-Reworked system yet again to let me add the Giant race, hopefully for the last time
-Bugfixes
-Probably bug additions :(
v.1.0.1
-Pretty sure I fixed server error where players would turn into your race upon your death
-Fixed error causing ascended races to crash game if armor was equiped
-Fixed error preventing sounds from playing
-Thanks again to Cat_McCatface and Zjordo for thoroughly debugging my mod!
v.0.0.7
-Fixed collision issues
-Fixed movement speed issues
-Streamlined some things
-Fixed more bugs I don't remember
-Thanks to Cat_McCatface for suggestions and testing!
Hello? Is this mod dead? No responses have been made in a couple months so...
Is there an api to create new races with, or is it possible to request/commission creating a specific race?
Please, i want this mod for 1.11
It would be VERY cool if you could make it so you can set which race can attack (pvp) another race.
Perhaps not as much for the vanilla models, but more for the RPG models. Would be excellent for a race vs race rpg server.
Seams like every faction mod is focused on territory, this would switch it to something like Orc and Dwarfs can battle it out anywhere. (let other mods globally turn on/off pvp in regions - like towns)
Cool mod! Just wondering though, the jump movement seems to be changed when using this mod. I can jump forward 4 or 5 blocks. Is this a glitch or intended feature?
If intended, could it be possible to add a config option to toggle this?
Thanks!
Wow this is actually quite neat! Any idea when you will get to the API part or upload your source code so we can write our own races addon for it? :) I'd love to use it for my upcoming pack, I've got a few different human races in mind that would play along well with the rest of our custom mod :)
Nice mod, i enjoy this very much and its funny :) thx a lot!!
Maybe can you make it so that the racebook is craftable in survival? (maybe with 8 diamonds and a book -> expensive) ?
Greetings
you can't upload skins that aren't the exact dimension of the default human skins, so the "use player skin" feature is useless. perhaps load from a direct image url instead?
i cannot describe to you how happy i am to finally see this mod, I can finally actually be an enderman. THANK YOU!
Awesome! I've never seen a race mod done this well.
Thanks! There's still a lot to be done though, so if you have any suggestions, I'm down.
0.0.7 looks good other than the usual refinement issues from early development.
golem is a little too slow (to dodge skel arrows) and ocelot a little too fast (given the difficulty seeing things because of model size unless a player uses 3rd person for moving in the environment) but it's looking good otherwise. sheep ability seems to spawn dirt blocks instead of changing it (the grass block in player focus) into a dirt one.
edit: confirmed ocelot is on the too fast side. if a player uses cheetah pet from inventory pets or has high level speed boost it's possible to move faster than chunks can load, but difficult to do so on most systems in single player (and from annoying things in the way, like trees).
keep up the good work :3
Thanks! I'll work on fixing those
Could you make a "fantasy" (a la D&D) race/clases with this mod?
Just asking, because i don't know how to program in java XD
Also, will you add an ingame "gui" latter for making races in-game?
Thanks for reading
RPG Race Mod is structured so that races can easily (as easily as it gets) through code. It requires too much editing and tweaking to convert a normal mob into a playable race for an ingame gui (which is why it takes me so long to make new ones). But I will add a fantasy addon after I add more vanilla races. The main thing I need for the fantasy races are models and textures, which I am not very good at making.
Also I am planning on a separate class mod, though I'm not quite sure how it will work yet
gameplay notes from v0.0.6
pig can get easily hung up on blocks for some reason, probably from the small size. cow has same issue. cow should have a moo button just because. having other mobs of same (hostile) race ignore player would be nice but that's a serious balance issue and would have to code in selective invisibility or something to the effect.
edit: if player creates new world after playing a mob in another one, it defaults to creeper and doesn't give a book at world gen/spawn. was trying to confirm if enderman immunity to rain but not water blocks was intentional or triggered by changing races.
enderman-san is still best at everything <3 .... except the whole making a building door not consisting of fence gates because it's 2.7 blocks high. nice to see a little rain won't get a player killed (edit: might be bug). could make crouching reduce the player to a human size but that would look funny and disrupt balance. not sure if purple glow is possible. sometimes I can take blocks from the environment like the mob does (middle click) and it leaves the original block in place; very difficult to reproduce.
creeper: when a player uses explode and suicides (intentionally or otherwise) it doesn't trigger grave mods because of the type of damage, assuming it's not canceling LivingDeathEvent. death by regular mobs still works. would be nice to hiss before exploding.
requested mobs:
ocelet (because cats!): weak physically, faster natural speed, no fall damage. scare creeper? meow button.
ghast: passive flight, half health (5 heart/10), slow, fireball/creepy cat noises (chance to fail? alt? don't know this has "abuse me" written all over it) size would normal mining/building making near impossible.
doge: stronger than human, not sure of health bonus/penalty. scares skel mobs? wow such imbalance potential
not sure:
sheep: hunger regen on "eating" grass with cooldown? wool generator? bleat on command?
witch: another humanoid mob that could spawn a random potion but that's too abusable
bat: more balance than ghast but more issues potential because of hit box of model
zombie/pigman: less strength in light, more in dark. if this race burst in flames like vanilla mob then might as well be playing vampirism.
Thanks again for testing my mod! I'll look into the collision issues. Love the moo button, I'll add it. Also, I'm planning on eventually replacing the vanilla village system with something more similar to millenaire except without the lag and with races instead of cultures. Maybe the villagers just teleport instead of pathfind, to save lag? I do want cultures to randomly interact with the player, so that the player's relationship with them matters.
That's really weird on the spawn as creeper, I'll look into that. Also the Enderman not losing health in the rain is a bug.
I'll nerf the enderman, though to fix the door issue, I think I'll just add larger doors, since the Iron Golem definitely can't fit through a normal door. The Enderman being able to pick up blocks is very strange, that piece of code shouldn't even be in the code anymore...
Oops that's because I set player health directly instead of damaging the player. Fixing it.
I really appreciate you doing all these bug tests, so I'll add those mobs back in. Though I'm afraid doge will have to wait, as I was planning on having several "ascended" races you could choose from after a certain point, such as becoming a dragon after obtaining a dragon egg and such, that you could activate with another hotkey. Doge was going to be an ascended form of the wolf/dog, along with a giant version of your current race and whatever meme-tastic things I can devise.
Sheep actually that's exactly what I was planning.
Witch that could work but it would have to cost most of a hunger bar. Though I was debating making the witch an ascended form of the villager, which would reduce balance issues.
Bat, that's exactly what I was thinking, give it like 2 hearts, nice luck, all other stats crappy, but permanent flight. Basically make it useless in combat
Interesting idea for zombie pigmen. Will consider
Human characters should probably use player skin by default if they have one (that isn't steve/alex) but I like the progress so far.
I want to leave the option in case someone has already changed their skin to a custom race (i.e. enderman) so that they don't join looking like some strange see-through blob. Also thanks for downloading, now that its relatively stable I should be adding more races soon.
Thank you and yes i will definitely add that in a separate fantasy races addon which i will create after I add more races to the vanilla race addon.