Sculk Hoard implements a new end-game era to your game that once activated, will force you to fight against the newly awaked ancient sculk hoard in order to survive. This ancient enemy seeks to infect and consume the world in it's entirety.
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[1.20.1] "disable_sculk_horde_unless_activated" config option cripples Ancient Node #82
If the experimental "disable_sculk_horde_unless_activated" config option is set to true, then the Horde starts out as defeated. I assume this is intended, since it effectively disabled a lot of their functions. However, the Ancient Node cannot be awakened if in this state, and can only be awakened with commands.
Perhaps another state like "INERT" could be added, specifically for when this config option is enabled, and the Ancient Node has not yet been visited? I would like to play with this option enabled, but using a command each time I visit the Ancient Node might get old quick for some people. Just a thought
If the experimental "disable_sculk_horde_unless_activated" config option is set to true, then the Horde starts out as defeated. I assume this is intended, since it effectively disabled a lot of their functions. However, the Ancient Node cannot be awakened if in this state, and can only be awakened with commands.
Perhaps another state like "INERT" could be added, specifically for when this config option is enabled, and the Ancient Node has not yet been visited? I would like to play with this option enabled, but using a command each time I visit the Ancient Node might get old quick for some people. Just a thought