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How do I configure this mod? #2

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allanonmage opened this issue Apr 23, 2023 · 9 comments
Closed

How do I configure this mod? #2

allanonmage opened this issue Apr 23, 2023 · 9 comments
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bug Something isn't working documentation Improvements or additions to documentation

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@allanonmage
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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

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Expected behavior

Config file or menu system.

Additional context

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@allanonmage allanonmage added the bug Something isn't working label Apr 23, 2023
@allanonmage
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allanonmage commented Apr 23, 2023

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 :(

@Tschipcraft
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Tschipcraft commented Apr 24, 2023

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.

  1. Unzip the data pack
  2. Navigate to /data/more_mobs/tags/entity_types/parsable.json and remove any mob types that should be excluded
  3. Rezip the data pack if needed

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.

@Tschipcraft Tschipcraft added the documentation Improvements or additions to documentation label Apr 25, 2023
@allanonmage
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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?

@Tschipcraft
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Tschipcraft commented May 18, 2023

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.

@allanonmage
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allanonmage commented May 18, 2023 via email

@Tschipcraft
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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

@allanonmage
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allanonmage commented May 18, 2023 via email

@allanonmage
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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.

@Tschipcraft
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Nice, glad it's working now

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