Closed allanonmage closed 1 year ago
Features
Mobs have new variants through custom heads or through unused vanilla mobs! This pack uses over 85 custom player heads that can be obtained and placed in your world.
No Resource pack needed!
_Supported Entities: Zombies, Husks, Drowned, Skeletons, Strays, Wither Skeletons, Mooshrooms, Piglins, Pillagers, Evokers and Vindicators
To exclude a specific entity, give it the tag exclude.
-> For more information, take a look at the wiki <-
I didn't see anywhere on the wiki that explains how to give an exclude tag :(
Sorry for the misunderstanding, but the exclude tag is directed to other data pack developers that want to exclude their own custom mobs from More Mobs. A zombie that won't be modified can be summoned with this command /summon zombie ~ ~ ~ {Tags:[exclude]}.
However, this is probably not practical for your use case.
To exclude a specific mob type, like e.g. all zombies, you will have to edit the data pack.
Edit: I added a section in the wiki: https://github.com/Tschipcraft/more_mobs/wiki#exclude-mobs
This data pack does give some mobs additional loot, but most of the time the items are kept low in value. If you uninstall this data pack, the already modified mobs will keep their loot, but new entities will stay vanilla. On second thought, I should add an option to the uninstall that removes the already given loot from the mobs...
I do give some raid mobs a strength and slowness effect. This can be viewed in the wiki. (Vindicator Transformations, Pillager Transformations, Evoker Transformations) I do not modify them in any other way.
I will look into the incompatibility with Friends and Foes.
Thanks for explaining it. I just got around to implementing it and I don't think it worked. I stopped the server, modified the json file (removed Evoker, added giant), started the server, and then ran the farm. I still got some of your Evokers that showed up, and the Vex's cause a problem with the farm. I did a reset in the settings, and that did not have an effect.
Since they drop their heads, that's what I'm using as proof that it's your datapack and not something else that I'm working with.
Is there something else I need to do like uninstall it, modify it, then reinstall it?
I'm guessing you edited the parsable.json file. It may take a while until the already modified mobs despawn or get killed, but any new Evokers should get ignored now. As for the Vexes, I do not modify them in any way (or the spawn rates) and I'm not sure what issues they may be causing? A reset actually just resets the random number generator used for giving entities random heads, and will not remove already given custom heads. I will add an option for that in the next release. Adding Giants to the list won't actually do anything, because Giants do not render armor.
No.
When you run a raid farm, new mobs are spawned in over and over and over again.
Vexes showing up tells me there are evokers that are not getting killed quickly in the farm. IE your evokers. That is confirmed by your custom Evoker heads.
Dan Whaley, MCP, RVC-E, DMC-E-4K, DMC-S, CTS OIF II Veteran, USMC Threema is preferred and secure: VKTCXSPJ @.*** LinkedIn | Github | Thingiverse | Stack Overflow
On May 18, 2023, 1:53 PM, at 1:53 PM, Tschipcraft @.***> wrote:
I'm guessing you edited the parsable.json file. It may take a while until the already modified mobs despawn or get killed, but any new Evokers should get ignored now. As for the Vexes, I do not modify them in any way (or the spawn rates) and I'm not sure what issues they may be causing? A reset actually just resets the random number generator used for giving entities random heads, and will not remove already given custom heads. I will add an option for that in the next release.
-- Reply to this email directly or view it on GitHub: https://github.com/Tschipcraft/more_mobs/issues/2#issuecomment-1553412524 You are receiving this because you authored the thread.
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I see, it works on my side. Are you sure you removed all the occurrences? I did actually make the mistake in Release v1.3 that I specified the Evoker entity two times inside the file
Ok, I will check that later tonight and report back. Would be nice it it was that easy!
Dan Whaley, MCP, RVC-E, DMC-E-4K, DMC-S, CTS OIF II Veteran, USMC Threema is preferred and secure: VKTCXSPJ @.*** LinkedIn | Github | Thingiverse | Stack Overflow
On May 18, 2023, 2:28 PM, at 2:28 PM, Tschipcraft @.***> wrote:
I see, it works on my side. Are you sure you removed all the occurrences? I did actually make the mistake in Release v1.3 that I specified the Evoker entity two times inside the file
-- Reply to this email directly or view it on GitHub: https://github.com/Tschipcraft/more_mobs/issues/2#issuecomment-1553454146 You are receiving this because you authored the thread.
Message ID: @.***>
Looks like my config file had a second entry for evokers. I removed it and that has stopped them from spawning in raids. Now just need to tweak a few other things about my raid farm.
Nice, glad it's working now
Describe the bug
How can I configure this mod/datapack? The menu option only gives me the update button.
Is this the mod/datapack where the crazy loot is coming from? If I uninstall this, will I still have the crazy loot?
I think this mod is causing issues with another mod, called Friends and Foes, and possibly impacting a raid farm. Do you increase the hit points or abilities of raid mobs?
Steps to reproduce
No response
Expected behavior
Config file or menu system.
Additional context
No response