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FAQ
They are rare on purpose: with the defaults each player gets one attempt per minute with a 3 % chance, about 1.8 spawns per hour. Check:
- difficulty is not Peaceful,
doMobSpawningis on, and you are not in spectator mode; -
maxNearby(default 3) renegades are not already withincapRadius(128 blocks); - you are not inside a MineColonies colony (
noSpawnInColonies); -
/renegades statsshows the attempts and why they failed.
For more renegades raise spawnChance or lower spawnIntervalSeconds (see Configuration). To see one right away,
use a spawn egg or /renegades spawngroup renegades:warrior_solo.
Two datapack overrides:
-
Empty its biome tag, so it never spawns as a group leader:
// data/renegades/tags/worldgen/biome/spawns/priest.json { "replace": true, "values": [] }
-
Switch off the spawn groups that bring it as a member (e.g.
warrior_priest,paladin_priest,warrior_archer_priest,berserker_priest,forcemaster_priestfor the priest) by overriding each file at the same path with a condition that is never met:// data/renegades/renegades/spawn_groups/warrior_priest.json { "neoforge:conditions": [ { "type": "neoforge:false" } ], "leader": "renegades:warrior" }
/renegades groups <leader> shows which templates are still loaded: switched-off groups disappear from the list, while
the class's own templates (e.g. priest_solo) stay listed but are never picked, because the biome tag is empty.
/renegades spawngroup reports a switched-off group as unknown. Spawn eggs, /summon and /renegades spawngroup with
the class's own templates still spawn it. The four classes of other mods are off automatically when their mod is not
installed.
Yes: override its biome tag #renegades:spawns/<class> with the biomes or biome tags you want (see
Spawns and groups). Spawn groups can also have conditions (dimensions,
distance, height, level).
Most uniques come from Arsenal of the RPG Series; without it there are none. The uniques of the Berserker, Bard and
Forcemaster need Arsenal as well as their class mod. The Elemental Wizard's unique staffs need Better End, Better Nether
or Aether, because Elemental Wizards RPG only registers them with those mods. They are also very rare (about 1 in 400
renegades with tier 2-3 gear) and only replace tier 2-3 weapons. /renegades rareitems shows what is loaded;
rareItemChanceMultiplier = 100 makes them common for testing.
Yes, with a datapack: add a file under data/<namespace>/renegades/equipment_pools/ for the class, or replace a
bundled file at the same path. Items of any mod work, with tags, lists, weights, conditions and enchantments. See
Equipment and drops. /renegades reequip @e[type=renegades:warrior,distance=..10] re-rolls the
gear of nearby renegades after a /reload.
Dropped gear keeps 25–75 % of its durability by default (dropDurabilityMin / dropDurabilityMax); 1.0 / 1.0
drops everything undamaged. Gear only drops when a player killed the renegade (requirePlayerKill).
Some knockbacks, lifts and pulls (of the renegades and of effects of the RPG mods) keep players in the air for a
moment. Set allow-flight=true in server.properties; Renegades logs a warning at server start when it is false.
See Compatibility.
Renegades from natural spawns, spawn eggs and commands never despawn by default (persistentNaturalSpawns).
Renegades from (trial) spawners always despawn like monsters.
Yes. Renegades adds entities with their own models and animations, so it has to be installed on the server and on every client.
No. Their attacks, spells and arrows never hurt other renegades; arrows fly through allies and bystanders.
Renegades for NeoForge 1.21.1 · CurseForge · Source · Report a bug