- Fixed issue with Kobold Skull Block working underground when it is suppose to have LOS to the sky.
- Fixed issue with NoAI kobolds still performing basic kobold tasks, such as using healing potions (can still trade with them though).
- The Kobold Captain is no longer looking for treasure (his trading action was becoming way too buggy recently, am looking into a new option for him).
- Clean up unnecessary tags and code.
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Updated the pet & breed check to be "forge:kobolds" tag instead of AbstractKoboldEntity.
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Improved ALL converts in the mod to remember armor, main-hand, and off-hand items for the progress.
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-Note: This means when zombifying, curing zombolds, and zombold to drowned converts. All held and worn items will remain. If no main hand or off hand item is available, then normal spawning mechanics will take place.
~Changed requirements for Kobold types when curing:
- Base Kobold has no requirements.
- Kobold Warrior requires the Zombold to be holding a shield in it's off-hand.
- Kobold Engineer requires a Mountain Biome, Crossbow in main-hand, and nothing in off-hand
- Kobold Pirate requires a jungle biome.
- Kobold Captain requires a jungle biome and enchanted kobold iron sword in main-hand.
Note: Kobold Enchanter can no longer come from curing a Zombold. However, Kobold Children still have their respective random chances to become any Kobold type when growing up (except for Warriors).
- Improved Prospector Code
- Increase chance for Prospector proc from 5% to 10%.
- Increase chance for Prospector proc with Luck from 15% to 25%.
- Prospector no longer procs on Villagers at all.
- Prospector now spawns the right amount of Emeralds no matter how high of a level it goes (ex. Level 64 will spawn 64 emeralds).