MCA Reborn x Vampirism Compat

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MCA Reborn x Vampirism Compat

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MCA x VAMP Compat is a compatibility addon that integrates MCA Reborn villagers with Vampirism, Werewolves, Vampirism Integrations and Easy Villagers while keeping MCA villagers as real VillagerEntityMCA entities.

Mod Loaders
Minecraft

About

Description

MCA Reborn x Vampirism Compat

MCA Reborn x Vampirism Compat is a compatibility addon for Minecraft 1.20.1 Forge that integrates Minecraft Comes Alive Reborn villagers with Vampirism, Werewolves, Vampirism Integrations and Easy Villagers.

The main goal of this mod is simple:
MCA villagers should remain real MCA villagers.

Instead of replacing them with vanilla villagers, converted villagers, aggressive villagers or full werewolf/vampire entities, this addon keeps MCA villagers as VillagerEntityMCA while adding faction-aware behavior, curing, combat, trade, social interactions and compatibility rules.

This means villagers can become vampires, hunters or werewolves while keeping their MCA identity, appearance, family data, relationships and social systems intact.


Main Features

  • MCA villagers can become vampires without being replaced.
  • MCA villagers can become hunter-aligned through hunter village logic or faction state.
  • MCA villagers can become werewolf-aligned while keeping their MCA model and identity.
  • Vampire and werewolf villagers can be cured.
  • Faction-aware trade and social interactions.
  • Faction-aware pickup permissions for Easy Villagers.
  • MCA command permissions based on faction.
  • Special AI respects MCA Follow and Stay commands.
  • Prevents unsafe aggressive villager replacement for MCA villagers.
  • Special villagers can ignore common monsters and avoid inappropriate panic behavior.
  • Balanced and configurable attributes, movement and combat behavior.
  • Easy Villagers integration through mca-ev-compat.

Vampire, Hunter and Werewolf Villagers

MCA villagers can become vampire-aligned, hunter-aligned or werewolf-aligned through compatibility-controlled systems.

Each faction adds its own behavior: vampire villagers can use configurable vampire mechanics such as biting valid targets, hunter villagers can use hunter-aligned behavior such as poisonous blood against vampire biters, and werewolf villagers can use werewolf-aligned behavior with partial visual features such as ears and claws.

All three faction types support faction-aware trade, social rules, AI behavior and configuration options. Vampire and werewolf villagers can also be cured back into normal villagers, while hunter alignment can be removed when it is no longer valid.


Curing

Converted MCA vampire and werewolf villagers can be cured using a ritual inspired by vanilla zombie villager curing.

The cure requires:

  • Weakness
  • Golden Apple
  • Vampirism Garlic Injection (vampirism:injection_garlic)

Curing removes the faction state and related visuals without replacing the MCA entity.


Faction-Aware Trade and Social Interactions

Trade and social behavior can change depending on the faction of both the player and the villager.

The mod supports:

  • vampire, hunter and werewolf faction logic;
  • vampire disguise handling;
  • transformed and non-transformed werewolf distinction;
  • faction-based trade blocking or price changes;
  • social interaction blocking or penalties;
  • compatibility with existing discounts such as zombie-cure or reputation discounts.

Easy Villagers Compatibility

Easy Villagers support is handled together with mca-ev-compat.

This mod does not replace the base MCA pickup, restore, NBT preservation or rendering logic from mca-ev-compat. Instead, it adds faction-aware rules around that system.

Implemented Easy Villagers support includes:

  • pickup permissions by faction;
  • blocking pickup while a villager is being cured;
  • read-only stored villager faction detection;
  • faction-aware Trader block behavior where stored MCA data can be resolved safely.

Stored Easy Villagers NBT is inspected read-only and is not modified by this mod.


MCA Commands and Faction Permissions

Special villagers respect MCA commands.

The mod also adds faction-based command permissions. By default, special villagers only accept direct MCA commands from compatible or allied factions.

For example:

  • vampire players can command vampire villagers;
  • hunter players can command hunter villagers;
  • werewolf players can command werewolf villagers;
  • enemy factions cannot command each other by default;
  • vampire disguise does not bypass command permission checks.

Configuration

A Forge common config is generated at:

config/mca_vamp_compat-common.toml

Debug options are disabled by default.


Requirements / Credits

Required

Required for full functionality / strongly recommended

Optional


Known Notes

This mod is a compatibility addon that interacts with several complex mods at once. While many systems have been tested, bugs may still happen, especially in large modpacks or unusual edge cases.

Some internal identifiers may still use legacy names for compatibility with existing saved villager data. This is intentional and helps avoid breaking worlds or stored MCA villagers.


Bug Reports and Feedback

Feedback is very welcome.

If you find a bug, please include as much information as possible

Suggestions, balance feedback and compatibility ideas are also welcome. I’ll try to respond as quickly as I can.

Please keep in mind that this mod may still contain bugs, especially because it connects MCA Reborn with several large faction and villager systems.

MCA Reborn x Vampirism Compat

MCA Reborn x Vampirism Compat is an unofficial compatibility addo that integrates Minecraft Comes Alive Reborn villagers with Vampirism.

The main goal of this mod is to bring Vampirism-style faction gameplay to MCA villagers while keeping them as real MCA villagers.

Instead of replacing MCA villagers with vanilla villagers, converted villagers, aggressive villagers, or full vampire/werewolf entities, this addon preserves the original MCA entity and keeps its identity, appearance, family, relationships, profession, and social data intact.

This means MCA villagers can become vampires, hunters, or werewolves without losing what makes them MCA villagers.


Features

  • Keeps MCA villagers as real MCA entities, preserving identity, appearance, family, relationships, profession, and social data.
  • Allows MCA villagers to become vampires, hunters, or werewolves without being replaced by vanilla villagers, aggressive villagers, or full vampire/werewolf entities.
  • Adds curing for MCA vampire and werewolf villagers, removing the faction state without replacing the entity.
  • Adds faction-aware trade, social interactions, command permissions, and pickup permissions.
  • Adds safer handling for Vampirism village capture events, preventing unsafe replacement paths.
  • Allows special villagers to ignore common monsters and avoid panicking like normal villagers.
  • Allows MCA special guards to continue defending villages against common hostile mobs.
  • Adds balanced and configurable attributes, movement, combat, and AI behavior.
  • Includes configuration options for curing, factions, MCA commands, Easy Villagers, monsters, village capture, and debug.
  • Adds Easy Villagers support through MCA Reborn x Easy Villagers Compat.
  • Adds Easy Villagers integration, including faction-based pickup permissions and special Trader block behavior.

Vampire, Hunter, and Werewolf Villagers

MCA villagers can become vampires, hunters, or werewolves without being replaced.

They keep their MCA identity, appearance, family, relationships, profession, and social data while gaining faction-specific traits, visuals, and behavior.

Vampire villagers can use configurable vampire mechanics, such as biting valid targets. Hunter villagers can punish vampires that try to bite them with poisonous blood. Werewolf villagers can receive partial werewolf visuals, such as ears and claws, without becoming full werewolf entities.

All special villager types support faction-aware trade, social interactions, AI behavior, and configuration options.

Vampire and werewolf villagers can be cured back into normal MCA villagers. Hunter alignment can also be removed when it is no longer valid.


Curing

Converted MCA vampire and werewolf villagers can be cured through a ritual inspired by vanilla zombie villager curing.

The cure requires:

  • Weakness II
  • Golden Apple
  • Vampirism Garlic Injection
    vampirism:injection_garlic

Curing removes the faction state and related visuals without replacing the MCA entity.


Faction-Aware Trade and Social Interactions

Trade and social behavior can change depending on the faction of both the player and the villager.

The mod supports vampire, hunter, and werewolf faction logic, including vampire disguise handling and transformed/non-transformed werewolf detection.

Non-transformed werewolf players are not treated as transformed werewolves.

Trade price changes are applied safely to temporary copied offers instead of permanently modifying the villager’s real trade data. Existing discounts, such as zombie-cure or reputation discounts, can stack with faction modifiers.


Easy Villagers Compatibility

Easy Villagers support is handled together with MCA Reborn x Easy Villagers Compat.

This mod does not replace the base MCA pickup, restore, NBT preservation, or rendering logic from mca-ev-compat. Instead, it adds faction-aware rules around that system.

Implemented Easy Villagers support includes:

  • pickup permissions by faction;
  • blocking pickup while a villager is being cured;
  • read-only stored villager faction detection;
  • faction-aware Trader block behavior when stored MCA data can be resolved safely.

MCA Commands and Faction Permissions

Special villagers respect MCA commands.

If a vampire, hunter, or werewolf villager is told to Follow or Stay, the special AI will not override that command to chase enemies or hunt targets.

The mod also adds faction-based command permissions. By default, special villagers only accept direct MCA commands from compatible or allied factions.

For example:

  • vampire players can command vampire villagers;
  • hunter players can command hunter villagers;
  • werewolf players can command werewolf villagers;
  • enemy factions cannot command each other by default.

Monster Behavior and Guard Defense

Special MCA villagers can ignore common hostile mobs and suppress normal villager panic behavior.

This helps avoid strange behavior such as vampire, hunter, or werewolf villagers running away and panicking like normal villagers.

MCA guards are handled as a special case. Special guards can continue defending villages against common hostile mobs even after becoming vampires, hunters, or werewolves.

Creepers are not targeted automatically by default.


Configuration

A Forge common config is generated at:

config/mca_vamp_compat-common.toml

The config includes categories for:

  • general settings;
  • balance;
  • vampire behavior;
  • hunter behavior;
  • werewolf behavior;
  • faction trade and social rules;
  • Easy Villagers integration;
  • MCA commands;
  • monster behavior;
  • village capture;
  • debug.

You can configure attributes, movement, combat behavior, curing, pickup permissions, command permissions, faction rules, monster behavior, and debug logging.

Debug options are disabled by default.


Requirements

Required

  • Minecraft Comes Alive Reborn
  • Vampirism - Become a vampire!

Recommended for Full Functionality

  • Werewolves - Become a Beast!
  • Vampirism Integrations
  • Easy Villagers
  • MCA Reborn x Easy Villagers Compat

Optional

  • VampiricAgeing
  • GodlyVampirism
  • Guide-API-VP
  • Configured

Notes

This mod is a compatibility addon that connects several complex villager and faction systems.

While the main systems have been tested, bugs may still happen, especially in large modpacks or unusual edge cases.

Some internal identifiers may still use legacy names to maintain compatibility with already saved villager data. This is intentional and helps avoid breaking existing worlds or stored MCA villagers.


Bug Reports and Feedback

Feedback is welcome.

If you find any issue, bug, or unexpected behavior, feel free to leave your feedback.

Suggestions, balance feedback, new feature ideas, and compatibility ideas are also very welcome.

Please keep in mind that this mod may still contain bugs because it integrates multiple large systems.