I'm working on a hardcore modpack with Souls in it. I've turned on the preventDamage flag because death occurs so often. I don't want souls taking damage from the environment (lava and suffocation seem to be the most common) and inventories being lost. Unfortunately, this seems to have some unintended consequences.
First, it seems that some part of the process of taking damage actually occurs, because it does provide blood in a Tinker's Construct smeltery. Since it doesn't die, it is an infinite source of blood. (Tinkers has no way to turn off smelting mobs. I will probably drop a suggestion there as well.)
Second, although a Soul doesn't take the damage from another mob, it will aggro on them. This turns it into an undefeatable opponent. Creative players (mine) can use this to create an unstoppable defensive army.
So my suggestions are these, when the preventDamage flag is on, Souls should not provide blood in a smeltery, nor should they aggro on mobs other than players.
I'm working on a hardcore modpack with Souls in it. I've turned on the preventDamage flag because death occurs so often. I don't want souls taking damage from the environment (lava and suffocation seem to be the most common) and inventories being lost. Unfortunately, this seems to have some unintended consequences. First, it seems that some part of the process of taking damage actually occurs, because it does provide blood in a Tinker's Construct smeltery. Since it doesn't die, it is an infinite source of blood. (Tinkers has no way to turn off smelting mobs. I will probably drop a suggestion there as well.) Second, although a Soul doesn't take the damage from another mob, it will aggro on them. This turns it into an undefeatable opponent. Creative players (mine) can use this to create an unstoppable defensive army. So my suggestions are these, when the preventDamage flag is on, Souls should not provide blood in a smeltery, nor should they aggro on mobs other than players.