![Corpses persist [Pet revival :D]](/_next/image?url=%2Fapi%2Fproxy-image%3Furl%3Dhttps%253A%252F%252Fcdn.modrinth.com%252Fdata%252Fkskc5nnt%252Fe9dcd06390ee588523f1a2b263e9baa8db36773f_96.webp&w=256&q=75)
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.
Список изменений
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Added time of deaths, if you hover over the time of death stuff you'll see the exact "game clock" time they died and the "game clock" at the time of reporting. There's also the "daytime" clock included as well so you can tell what part of the day it was, but you'll have to learn what "0-24000 tick" time even is.
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Related to the previous bullet point; You can now check LIVING mobs for their previous time of death if they've died before. Most commonly seen in players, but also for mobs that has been revived by a totem of undying.
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Fixed a bug that applies the deathtime before the life checking markers even exist, so in the case of spawners you'd sometimes kill a mob in less than 2 seconds prior to spawning, which would cause them to persist for 3000 ticks without having the typical corpse status, being unable to be dragged and removed generally just a waste of space.
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Fixed several bugs... such as the mannequin not being given the "Health2" scoreboard, and the Settings menu being bugged when 2 or more players exist on a server at once.
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Cleaning corpses with brushes now grant a tiny bit of XP, and I fixed a bug that spawned the cleaning particles on the player instead of the corpses themselves, and you can now clean multiple corpses at the same time in a 5 block radius as opposed to the former 3 block radius.
Gee.. I may have forgotten something but that's ALRIGHT, it's way better now :D
