![]() ![]() I've done this for a few mods that are just not compatible. This will mean you wont be able to capture the mob in the first place. It does sound like I will need to internally blacklist the Erebus mod as incompatible. Other mob farming mods such as MFR work in a different way, which is why they can handle this situation. Woot is almost unique in the way that it handles mob farming, but does have its limitations. So unfortunately without me adding a lot of custom handling for Erebus, then Woot is not going to work with the mod. After emerging out of Chaos, he went on to help found the universe, so his role in mythology is vital to its very formation. One of the first creatures to be born into Greek mythology, he had no form, instead existing in a hovering, ghost-like state. It then also have to spawn the Erebus mob and use custom code to program the internal origin data correctly. With a name meaning ‘shadow’ or ‘darkness,’ Erebus was the primordial god of darkness. Woot would have to not only work out the entity name that you captured using the shard, but then also store the original item/metadata that the mob had. This could well explain the lack of any drops. However the mob that Woot spawns, will be missing the extra information ie. Woot will then test spawn a few hundred of these mobs and learn their drops. So what will happen with Woot is that the mob that I track will be called something like "erebus:animated_block". When an Erebus mob dies, it then drops the original item based on the internal data. However for Erebus, the animated block mob actually represents a whole multitude of different mobs, each with internal data that says what the original block was. minecraft:cow represents one type of mob. ![]() Normal mobs are "unique" in that the internal minecraft name eg. ![]() I've got no problems with people asking for assistance with mod support etc. do not get offended if I stepped out of my line to ask you to help me do something. If this is possible I hope we get 1 more step closer to PO3 release (without MFR). If so How can the configs/loot tables be edited for them to drop/generate the specific block in the woot factory/farm? Can I edit nfig for it? I feel it can work but how can I differentiate between different animated block mob types? Now I come to my question : Is it possible to successfully get the drops/ loot of every different animated block mob? Which I guess is because they (mobs made with wand of animation) all are called "animated block" and drops only stone as loot. The factory heart was accepting power but did not display any drop item/loot.Īlso while using enderio's powered spawnner there is a bug/error where it turns every "animated block bug(mob)" into the stone type "animated block bug(mob)". I tried the above with Woot factory/farm, putting the "animated block" - factory controller in place. Which is not available option in 1.12 minecraft. In 1.7.10 through MFR's Autospawnner we were able to clone these bugs and get the block back. Erebus allows for animating any block into a living bug (called animated block) through wand of animation. New Player aqui.Hoje vamos enfrentar o Boss Tarantula e sua tarantulazinhasAgenda do canal:Lives de segunda a sexta das 20:30 as 23h (das. ![]()
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