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Infinity Cave Incompability #18
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An option is to allow more_mobs to only spawn above specific y level |
Thank you for the report. By stats, I assume you mean armor, tools and weapons? |
Stuff Like HP, speed etc. |
Hm, More Mobs itself does not change stats. However, it could be that the buffs are tied to the armor the mobs are wearing, which could be overridden when a custom head is given. |
I'm sorry for asking this but when could I except the next release? |
I usually don't push updates for single fixes like this one, so I don't want to give an ETA. # Exclusion for already filled head slots
execute as @s[tag=!ts.mm.parsed] as @s[nbt={ArmorItems:[{},{},{},{Count:1b}]}] run tag @s add ts.mm.parsed with # Exclusion for already filled head slots
execute as @s[tag=!ts.mm.parsed] as @s[nbt={ArmorItems:[{},{},{},{count:1}]}] run tag @s add ts.mm.parsed This should be enough for the check to work in 1.21.3 (it will still be broken in 1.20.6 for anyone else reading this) |
I'll test it right away and let you know! Thanks so much! |
Describe the bug
When using both mods, mobs from "more_mobs" like zombies are conflicting with mobs from Infinity Cave, but mobs not covered by "more_mobs" work just as expected
Steps to reproduce
Expected behavior
Mobs from "more_mobs" don't affect the Infinity Cave mobs by debuffing them
Additional context
1.21.3 Fabric Latest version of both mods, latest fabric API
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