![Mob Captains](https://media.forgecdn.net/avatars/thumbnails/812/703/256/256/638186419900039171.png)
Guidance on how to properly add modded mobs as captains?
ih8eay-toska opened this issue ยท 1 comments
Hello, I'm currently playing on 1.20.1 Fabric mod loader and if possible, I would greatly appreciate it if you could perhaps guide me to add additional mobs into the possible spawn pool (?) of the captains. In this case, I would love it if the Mutant Monsters (by Fuzs on modrinth) could perhaps spawn as captains. Oh and I also have some questions regarding the option to perma enable the glow of captains on all worlds (in my case, every time I create a new world, I will have to manually enable it in the /function command). Thanks a lot for reading this.
Sure, let me give you a step by step guide:
- Open the .jar file, this can be done with most unzipping tools directly, if not you can just rename it to have a .zip extension and that should work
- navigate to
data/ps-mob/tags/entity_types/captains.json
and open it in any text editor - Add the new mobs id to the list in the same format. This id is the same id used for spawning the mob using the
/summon
command.
For editing the default settings:
- open the file
- navigate to
data/ps-mob/functions/load.mcfunction
and open it with a text editor - change the value at the end of the line containing
.should_glow
to 1