Adds additional AI patterns to mobs to make the game more challenging. 'Passive' mobs will fight back, monsters will break light sources and wooden doors, some mobs gain random extra abilities, and villages are more... village-y.
I can't reopen the issue, so I'm putting this here for organization.
Entity.kill() will call LivingDeathEvent on forge, which will cause deadlocks if a mod attempts to perform some action that requires accessing the world. There is a function that bypasses the kill and directly removes the mob, though the name currently eludes me.
I can't reopen the issue, so I'm putting this here for organization. Entity.kill() will call LivingDeathEvent on forge, which will cause deadlocks if a mod attempts to perform some action that requires accessing the world. There is a function that bypasses the kill and directly removes the mob, though the name currently eludes me.
Originally posted by @Jackiecrazy in https://github.com/FatherToast/SpecialAI/issues/7#issuecomment-886024743