Spawn Animations [Data Pack]

Spawn Animations [Data Pack]

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Fyoncle opened this issue ยท 6 comments

commented

So you know i have a mod called Elysium Days Tweaks, which there is modded spawn animations. And since one of the mods in the list doesn't exist the whole mod stops working, is there any way to make the datapack ignore them but still work with the other existing mobs in the list, because whole spawn animations break apart if even one of them doesn't exist.

commented

No, unfortunately you have to wrap each entry individually. Technically, you could create a tag list for each mod and then reference it in the main file with {"id": "#spawnanimations:some_other_mod_digup_list", "required": false}, but that's also a bit of work

commented

No, unfortunately you have to wrap each entry individually. Technically, you could create a tag list for each mod and then reference it in the main file with {"id": "#spawnanimations:some_other_mod_digup_list", "required": false}, but that's also a bit of work

I'll just go and do the whole list then, thank you.

commented

Yes, you can wrap the entries inside a {"id": "<id>", "required": false} block to make them fail-safe, as I did here for the Bogged

commented

Yes, you can wrap the entries inside a {"id": "<id>", "required": false} block to make them fail-safe, as I did here for the Bogged

Is there a way to make the whole list have that instead of doing it individually for every entry?

commented

I tried to make:

{
  "replace": false,
  "required": false,
  "values": [
     "the mob names and stuff"
  ]
}

But it didn't work out.

commented

Also tried:

{
  "replace": false,
  "required": false,
  "values": [
    {"id": "modid:mobname"},
  ]
}

But didnt work.