
Issue with mob equipment generation.
Thebes-Di opened this issue ยท 2 comments
When rogueSpawners in the roguelike.cfg file is set to true, mobs will always receive equipment regardless of whether "equip": true is set in the spawner settings. If rogueSpawners is set to false, this issue does not occur.
mobs equipment set via NBT is also ineffective. I tried writing some settings myself, but I was unable to make mobs receive equipment. The spawners:ebwizardry setting in the settings pack is also invalid, the spawned wizards have no equipment. When checking the spawner's NBT in game, you can see that ArmorItems and HandItems are always empty.I noticed that there was an issue mentioning this problem, and it still exists in 2.4.6.
Notes
What's up with the "equip"
property and its interaction with config.rogueSpawners
?
"equip"
property of SpawnPotentials appears to set random equipment onto mobs before they are set as spawn potentials into the spawner- https://github.com/fnar/minecraft-roguelike/wiki/Spawners
- SpawnPotential reads the
"equip"
property and uses it to set random equipment onto the mob: - This occurs while mapping the spawnPotential to NBT:
- Which in turn is occurring while creating a spawner and mapping it from the abstract RLD spawner into the Minecraft-Forge-1.12 spawner block:
In other words, when generating a spawner, mobs are being equipped if their setting says to.
Regarding config.rogueSpawners
:
- when an entity joins the world, if
rogueSpawners
is enabled, any relevant profiles are applied against that mob:
- These profiles are ... just weird ... For example, zombies always have a 1/300 chance of being converted into an evoker if the dungeon level is 2 (3rd level)
- Notably, many of the profiles equip mobs.
I suspect that these are two different routes to equipping mobs in the mod ("equip"
, and profiles/config.rogueSpawners
) and that it is (unfortunately) likely working as expected.