[Bug]: Cross compat issue with special mobs
Darkmega18 opened this issue ยท 1 comments
Mod Loader (Required)
Forge
Minecraft Version(s) (Required)
1.20.1
Mod Version(s) (Required)
8.0.7
Minimal Setup (Required)
Yes
Notes (Required)
When combined with special mobs which ALSO replaced vanilla mobs with special mob variations on spawn/hijacks the spawns to spawn it's own in their place the mutant creatures don't seem to spawn at all.
in days of play, I've never come across them due to them also wanting to replace existing spawns. Where as the original mod (mutant beasts) which spawned them as normal mobs I'll usually run into some mutant every other night, even down in caves.
basically, I'm saying, why don't you have a setting that lets you set a weight to them and have them spawn normally? like 5-10 weight a piece or something.
latest.log (Required)
don't have a recent one. doesn't even report.
So turns out the mutants just weren't turned up high enough to combat other spawns stopping them. so thats solved.
but similar cross compat. Special mobs are technically not vanilla zombies, skeletons, creepers or endermen etc.
I cannot hit them with chemical X to convert them. :( they just take damage a bit then explode and take damage.
is it possible to get maybe a tag list of mobs that classify as a "zombie" or "creeper" or "skeleton" etc and allow people to edit that tag for compatibility with chemical X?