Conquest of Blocks Posted June 10, 2023 Report Posted June 10, 2023 (edited) On 5/12/2023 at 8:59 PM, DArkHekRoMaNT said: Yes, I'm busy now, just added a quick patch for the shelves No matter what i put inside, e.g. { "ExcludeEntities": { "Description": "Exclude these entities, support wildcards. Use comma (,) as separator. Take precedence over IncludeEntities", "Default": "humanoid-*", "Value": "humanoid-*" }, it will always delete it so that it again looks like { "ExcludeEntities": { "Description": "Exclude these entities, support wildcards. Use comma (,) as separator. Take precedence over IncludeEntities", "Default": "", "Value": "" }, any tips? Edited June 10, 2023 by Conquest of Blocks
DArkHekRoMaNT Posted June 12, 2023 Author Report Posted June 12, 2023 On 6/10/2023 at 3:52 PM, Conquest of Blocks said: No matter what i put inside, e.g. { "ExcludeEntities": { "Description": "Exclude these entities, support wildcards. Use comma (,) as separator. Take precedence over IncludeEntities", "Default": "humanoid-*", "Value": "humanoid-*" }, it will always delete it so that it again looks like { "ExcludeEntities": { "Description": "Exclude these entities, support wildcards. Use comma (,) as separator. Take precedence over IncludeEntities", "Default": "", "Value": "" }, any tips? Try /cl config
Conquest of Blocks Posted June 13, 2023 Report Posted June 13, 2023 It works. Thanks. Another small suggestion: Change the text from "This animal cannot be captured" to "This creature cannot be captured". Traders or humanoid mobs are no animals
Conquest of Blocks Posted December 9, 2023 Report Posted December 9, 2023 (edited) v1.18.15 for some reason i can't get modded animals to work with these cages. i am using /config captureanimals IncludeEntities creature-x-y, also tried modid:creature-x-y and it does not work. It always tells me "This animal cannot be captured". @DArkHekRoMaNT Edited December 9, 2023 by Conquest of Blocks
Conquest of Blocks Posted March 16, 2024 Report Posted March 16, 2024 Will this get an update? Because it won't work with current versions @DArkHekRoMaNT
TruthfulRooster Posted October 21, 2024 Report Posted October 21, 2024 My suggestion for balancing would be to move to a durability system. you could lower baited success % to under 100% that way the player is incentive to engage with the reducing health aspect of the mod and it remove the tedium of crafting a new cage for every capture. if you start with low durability for copper and move up with the higher tier metals it would give you a reason to make them. As of right now there is not really a point to spend the higher value metals when you can just bait copper cages.
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