Mods / The Neighbours
Author: ZigTheHedge
Side: Both
Created: Feb 15th 2021 at 10:43 PM
Last modified: Nov 8th 2021 at 7:46 AM
Downloads: 4988
Follow Unfollow 39
Latest file for Various v1.15.x:
theneighbours_v1.15.2-0.4.12.zip
1-click install
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 | 1-click mod install* |
---|---|---|---|---|---|---|
v0.4.12 | 1749 | Nov 8th 2021 at 7:46 AM | Show | theneighbours_v1.15.2-0.4.12.zip | Install now | |
v0.4.11 | 540 | Oct 22nd 2021 at 11:54 AM | Show | theneighbours_v1.15.2-0.4.11.zip | Install now | |
v0.4.10 | 860 | Jul 25th 2021 at 9:46 PM | Show | theneighbours_v1.15.2-0.4.10.zip | Install now | |
v0.4.9 | 457 | Jul 8th 2021 at 5:10 PM | Show | theneighbours_v1.15.0-0.4.9.zip | Install now | |
v0.4.8 | 881 | Mar 5th 2021 at 7:53 AM | Show | theneighbours_v1.14.0-0.4.8.zip | Install now | |
v0.4.5-B | 501 | Feb 15th 2021 at 10:44 PM | Show | theneighbours_v1_14.0-0.4.5-B.zip | Install now |
Is it possible to remove the glowshroom to make the modfunctional? want some terrifying entities in my forests
EDIT: Got it working (eh), just removed the glowshroom item from one of the folders. Ended up removing the mod anyway due to the spawns of these new creatures just being unreasonably high. I could go outside, see a Tickling, a Ampel, and one of those stupid beatles in every cardinal direction, log out and back in, and their numbers have almost doubled. And they are basolutely everywhere. If they weren't such a huge threat it probably wouldn't be a big deal but it's still jarring to see so many of them compared to wild animals.
I can tell you right now, in order for this to be as enjoyable and functional experience (which it's so close to), it needs to have functionality with that MCM window. Spawn rates, health, and damage. For each enemy would be best. Regardless, as it curently is the Ampel needs to be nerfed. Health is wayyyy too high. I'm using the Bullseye mod, and it still takes like 15-20 flint arrows (maybe more?) from a simple bow to drop one (most I've seen them drop is 2 bushmeat and a pedestal), and seeing how like 3-4 packs of them spawn in your current area every time you login or go for a stroll, it kills the experience.
This is so close to being an absolute staple of my vintage story experience, but needs work. This game feels insane when you got the outlaw, edlritch monsters, and neighbors mod along with things like firearms and crossbows. I always listen to creepypastas and other tales of that nature in the background of my VS gameplay. That combined with this mod jsut dials up my enjoyment of VS by like, a whole lot. "Here there be dragons, but I brought a gun (after like 100 hours of gameplay probably)".
Thanks to ZigTheHedge for making this mod, it's a shame he seems dead.
Someone please rip this and fix it so we can all enjoy it. Thank you.
I hope you update this some day, Loved this mod. ZigTheHedge
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!
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?
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,}
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.
Secular12 unfotrunately, it will be kind of hard to implement using config files. But I'll think about the possible solution.
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.
@Xorberax should be fixed in 0.4.10
I set glowshrooms and their popping to false as they were causing crashes; mod works otherwise well in 1.15.
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 )
Congratulations on having a very NICE mod number in the database.
To learn more about this Mod, check my Video:
ViNTAGE STORY MOD 🧪 THE NEiGHBOURS | GERMAN
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?
@Theisgood it depends of a creature. But overall spawn conditions are wolf-like. And, CrAl got the point :D
So where is all these creatures spawn? :) Really amazing models.