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Corpses persist [Pet revival :D]
Makes dead mobs persist. Corpses stick around a configurable amount of time and may be consumed(configurable) by certain mobs.
Corpses persist 2.2b (I can explain)
Список изменений
How do I begin... I barely recognize the previous version, I've been working on this thing for months in private wanting to optimize this spyglass autopsy/investigation system as much as possible before releasing it, and MAYBE it's ready now, maybe...
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Reworked autopsies to be genuinely interesting. When a mob dies, many things are remembered, such as powder snow freezing, oxygen, block suffocation etc. Villagers has a special kind of autopsy/investigation where you can check out their unique memory system. It gets really confusing but it's AWESOME trust me.
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INVESTIGATIONS!!! This is just an autopsy with a spyglass for things that are either alive or just an entity. Investigating an arrow for instance will tell you what weapon was used to fire it, the UUID of who it came from and how long it has been around for. Investigating a trader llama will tell you the health, age(how long it takes to grow up whatnot) and how long it takes for the trader llama to despawn and of course: UUID.
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PLAYER CORPSES!!! These corpses will store the same information as any other corpse and will function the same way, meaning you get to examine your own cause of death whatnot, how FUN amirite??
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Much to my dismay, the previous version has been broken all along so I fixed a bug relating to leaving & rejoining that causes corpses to disappear due to not setting DeathTime back to 1500 ticks
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Another bug relating to despawning ties to the wandering trader & trader llama. When I was waxing the corpse of my wandering trader to bury, I checked the coffin the next day and the corpse was GONE, this was because the DespawnDelay was still running even after death. So I fixed that so waxing anything with DespawnDelay permanently sets the DespawnDelay to -1, in other words forever.
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There's a new config called "Detective Mode" which pertains to autopsies/investigations. Having it off simply tells you directly which mob killed and if the mob has despawned or whatever. Having it ON however tells you everything that relates to a mob's death, though it does obscure things a lil bit(if the body has touched powder snow/water after death, all signs a mob has interacted with it fades away.
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Fixed a bug that causes a message to basically repeat itself during an autopsy if something is killed while drowning.
