Mods / The Neighbours

Category: #Creatures
Author: ZigTheHedge
Side: Both
Created: Feb 15th 2021 at 10:43 PM
Last modified: Nov 8th 2021 at 7:46 AM
Downloads: 3253
Follow Unfollow 18

Be prepared to meet your new neighbours from parallel plane, but don't expect the warm welcome. Why are these strange beings here for? Are they eager to capture the land? Or maybe they are just lost? The one thing that is known - they are vile and tough. So, be very careful when dealing with your new neighbours.

The mod adds five fantasy entities to make your survival harder and more interesting.
Use the file TheNeighboursConfig.json in your VintagestoryData/ModConfig folder to disable monsters which are too scary for your gameplay. File generates automatically after the first game run.

Tickling:
Tall slow bipedal with huge horn-like outgrowths. It seems that he has no eyes, but he doesn't need it to catch its prey.

Parameters:

Height: 3.2

Width: 1.2

Health points: 40

Attack Strength: 12

Attack Tier: 3

Shintorickae:
Small sharp-tailed insect with a pair of cute eyes which are glows in the dark. The fastest creature of them all and the most dangerous. Can kill you on sight, or run away from you if it feel danger.

Parameters:

Height: 0.7

Width: 1.8

Health points: 40

Attack Strength: 8

Attack Tier: 3

Brayer:
This cold-blooded reptile isn't aggressive. Of course, if left alone. Otherwise, you can check a sharpness of its teeth.

Parameters:

Height: 0.5

Width: 1.6

Health points: 30

Attack Strength: 6

Attack Tier: 2

Turtor:
This one looks like usual Turtle. And it prefers to stay in water all the time. Doesn't like to be chased, so, it's kinda challenge to catch one if you urgently want to eat something unusual.

Parameters:

Height: 0.4

Width: 0.8

Health points: 30

Glowshroom:
This mushroom glows in a darkness, emitting blueish particles and making strange sounds. Effects beside this is currently unknown.

Ampel:

The only being, which appear with its family. Ampel females are larger than males and more aggressive. Children however are calm and friendly most of time as long as you're leaving them alone. Ampels are natural enemies to wolves, so if you're lucky enough, you can watch that deadly battle and stay alive... before winner decide to pursue his next victim.  

Parameters (male/female/child):

Height: 1.3/1.5/0.9

Width: 0.9/1.0/0.6

Health points: 40/50/20

That's it for now. Keep your eyes open not to miss any updates on this! And I didn't reveal all the secrets ;)

 

Version For Game version Downloads Release date Changelog Download
v0.4.12 951 Nov 8th 2021 at 7:46 AM Show theneighbours_v1.15.2-0.4.12.zip
v0.4.11 355 Oct 22nd 2021 at 11:54 AM Show theneighbours_v1.15.2-0.4.11.zip
v0.4.10 670 Jul 25th 2021 at 9:46 PM Show theneighbours_v1.15.2-0.4.10.zip
v0.4.9 282 Jul 8th 2021 at 5:10 PM Show theneighbours_v1.15.0-0.4.9.zip
v0.4.8 690 Mar 5th 2021 at 7:53 AM Show theneighbours_v1.14.0-0.4.8.zip
v0.4.5-B 305 Feb 15th 2021 at 10:44 PM Show theneighbours_v1_14.0-0.4.5-B.zip

16 Comments (oldest first | newest first)

💬 Lexingtondavid, Feb 11th at 7:02 AM

I hope we get an update again soon, Unfortunately the glowshrooms crash the game when you try to place them. I think this mod is pretty necessary for any of my playthroughs so I hope it gets its time in the limelight again!

💬 MrHooty, Jan 5th at 9:36 PM

Hey love the mod. im trying to tweak the tickling skin a bit, but I cant find the png file for them. Did you leave them out on purpose or did you use one of the random "eye.png" files?

 

💬 Lilith, Dec 19th 2021 at 9:23 PM

I really love the mushrooms! I want more mushroom mods
The ampels are causing a very strange bug for me. In a large area around any Ampfel, while in sunlight, strange black planes pop in and out of existance. They seem to not be oriented to the player. It causes a horribly strobing effect.
I'm just here for the mushrooms. The creatures are a bit much for me. So I thought I'd disable them. But it looks like disabling them through TheNeighborsConfig doesn't work.
I think I have them disabled now (while still having the mushrooms), but I'm not certain how I did it. I tried quite a few things (even making Ampels hunt each other lol).

I think TheNeighborsConfig DOES work if you add a comma towards the end, but I notice it keeps updating to remove the comma when I play the game. I'm not familiar with modding the game, so sorry if this doesn't make sense.

I change {"disablePedestals": true}
to {"disablePedestals": true,}

💬 Stargazer, Nov 20th 2021 at 7:46 PM

Hey, love the mod.

As Secular mentioned, a lot, if not all of the creatures, but especially the Ticklings, would have a greater impact if they were more rare and unexpected.
But some of the more "mundane" creatures, like turtleboi, doesn't need to be rarer, they cute ;)

Btw, the Ticklings spawning in groups make them extra scary, seeming weirdly semi-intelligent, and so alien-but-not-too-much, just standing there, looking at eachother, making those.. sounds. It also totally works when you find one wandering alone through the woods though. Super creepy. Just wanted to say that.

EDIT:

I think the reason the spawn rates seem to high, is because they seem so alien in the very mundane-looking biomes of Vintage Story. If they were in an environment too which they seemed native, that feeling would completely disappear, I think.


It would be cool to see you make a biome with huuge mushrooms, spores heavy in the air, kinda plaguelands-ish vibe, and another biome that was very swamplands moody. Big sorrow. I think both would fit the creatures epicly. Then maybe the spawn rates could be higher in those biomes. As if they're a plauge to the lands.
(no idea how hard that would be to make)

If you want some sick inspiration, check out The Betweenlands mod for minecraft. Best mod ever, in history, for any game, imo ;) I have a feeling you will like it.

But alas, your creatures really remind me of The Betweenlands, which has this deep swamp theme, where everything is always night, an eternal swamp, lit up by fireflies and weird bright lights hovering silently over the marshes, glowing mushrooms casting light on what little pathway there might be in the corroding lands, where weird and spooky creatures dwell in the murky water and in ancient ruins towering over the never-ending landscape, accompanied by huge, moody willow-like trees, some so old, the souls of the dead have seepe into the roots of the tree, from the cold muddy grave wherein they lay.

I just completely love it. The whole thing also reminds me of The Dark Crystal, a movie, check it out ;)
(the one from the 80's, very important! I cannot at all recommend the 3D-animated spin-off from 2000-something)

The whole mod(mood?) should have been for Vintage Story. I cross my fingers that it will be some day.

💬 ZigTheHedge, Nov 8th 2021 at 7:48 AM

Secular12 unfotrunately, it will be kind of hard to implement using config files. But I'll think about the possible solution.

💬 Secular12, Oct 29th 2021 at 7:40 PM

Is there a chance you can add a config option in the world config for spawn chance. I love these, but I'd like to lower their spawn rate, I think it would give more of an impact if they were more rare. As of right now there are too many of them for my game.

💬 ZigTheHedge, Jul 25th 2021 at 10:09 PM

@Xorberax should be fixed in 0.4.10

💬 Chuckles, Jul 25th 2021 at 2:44 PM

I set glowshrooms and their popping to false as they were causing crashes; mod works otherwise well in 1.15.

💬 Xorberax, Jul 25th 2021 at 1:11 AM

Client crashed with the following stacktrace:

Version: v1.15.2 (Stable)7/24/2021 8:08:23 PM: Critical error occurred System.MissingFieldException: Field not found: 'Vintagestory.API.Common.BlockSounds.Break'. at theneighbours.src.Blocks.GlowShroom.OnEntityCollide(IWorldAccessor world, Entity entity, BlockPos pos, BlockFacing facing, Vec3d collideSpeed, Boolean isImpact) at Vintagestory.API.MathTools.CollisionTester.ApplyTerrainCollision(Entity entity, EntityPos entitypos, Single dtFac, Vec3d& outposition, Single stepHeight) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.DisplaceWithBlockCollision(EntityPos pos, EntityControls controls, Single dt) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.TickEntityPhysics(EntityPos pos, EntityControls controls, Single dt) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.GameTick(Entity entity, Single dt) at Vintagestory.GameContent.EntityBehaviorControlledPhysics.onPhysicsTick(Single deltaTime) at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) at _jQChpcdOvMqCssQNiA8vG9MoWGH._e6HZqc3hFS5mvyeDRtsYv21lJsc(Single ) at _eJCiYuww7mZPzQbnKfiEtnI4MDD._EthRnPRd1tbvpv8nkAwvMnUFZzD(Single ) at _eJCiYuww7mZPzQbnKfiEtnI4MDD._B2re7Q8SHFC6kaTk8kmsYrPVaKB(Single ) at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) at OpenTK.GameWindow.DispatchRenderFrame() at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) at _DlY2IRaBbEwZdipnKtrb40WUzTZ._kVFD8SxIojOmGrxNtThdBHagQeh(_7hnpozI2lFsAA8Wa5CIiUgRAbXjA , String[] ) at _gCIDaxCwdS0mkZub2rV5ATdV3hOA._kVFD8SxIojOmGrxNtThdBHagQeh(ThreadStart )

💬 SunsetMoth, May 2nd 2021 at 7:39 PM

Congratulations on having a very NICE mod number in the database.

💬 Juliusvanvern, Apr 30th 2021 at 8:28 AM

To learn more about this Mod, check my Video: 

ViNTAGE STORY MOD 🧪 THE NEiGHBOURS | GERMAN

💬 Quixjote, Mar 30th 2021 at 3:02 AM

One thing I have noticed is an interaction between neighbors and cob_bandits. The bandits will attack tickings and Shintorickae, but not the other way around. Seems a little one sided. I know bandits isn't being updated anymore, but would it be difficult to make it so the neighbors that would target players, also target bandits?

💬 ZigTheHedge, Feb 21st 2021 at 10:31 PM

@Theisgood it depends of a creature. But overall spawn conditions are wolf-like. And, CrAl got the point :D

💬 Craluminum, Feb 19th 2021 at 10:48 PM

@Theisgood anywhere, usually "five blocks" away from you, but really very close

 
💬 Theisgood, Feb 19th 2021 at 10:20 PM

So where is all these creatures spawn? :) Really amazing models.

💬 Craluminum, Feb 16th 2021 at 7:37 AM

Someone embodies their nightmares... One of them blow their nose cutely :)

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