new day, new update, and today it's @The1Silent with Dynamic Lighting
and @Buuz135 with ArmoreableMobs
The1Silent said:A mod to generate light-sources for glowing objects in-game.
no longer fear heading into dark caves with only a single torch!
This mod generates light sources when a glowing item such as a torch or glowstone is held; these light-sources follow the player around for as long as these items are being held thus giving a way to see in dark areas without having to place many torches down to see.
Warning! with server lag this mod might cause flashing of light-sources on screen.
yes you may use this mod in a modpack without asking.
and @Buuz135 with ArmoreableMobs
Buuz135 said:Give any item to any entity when it spawn using CraftTweaker.
How to use:
You need craftweaker to use the mod and use it with a script. First of all import:
import mods.armoreablemobs.ArmorHandler;
import mods.armoreablemobs.ArmorEntity;
import mods.armoreablemobs.ArmorSlot;
import mods.armoreablemobs.ArmorGroup;
ArmorGroup
After that create an ArmorGroup with:var group = ArmorHandler.createArmorGroup("draconic", 0.5);. The group arguments are: (String name, double chanceToGetUsed) To an ArmorGroup you can add any amount of ArmorEntity you want with group.addEntity(entity); To an ArmorGroup you can add any amount of ArmorSlot you want with group.addArmor(armorSlot);
ArmorSlot
An ArmorSlot defines an item in a slot and can be created with ArmorHandler.createArmorSlot("head", <draconicevolution:draconic_helm>.withTag({Energy: 16000000}), 1, 0.5). The arguments are: (String slotName, IItemStack stack, int itemWeight, double chanceToDropOnDeath) The possible slots are: ["head", "chest", "legs", "feet", "feet", "mainhand", "offhand"]. You can add multiple ArmorSlots to each slot and it will randomly be choosen depending on the itemWeight, the bigger the number the bigger the chance. chanceToDropOnDeath is a number between 0 and 1 that defines the chance that the item has to drop on death.
ArmorEntity
An ArmorEntity defines information that an Entity needs to have to be given in the items defined with ArmorSlots. It can be created with var entity = ArmorHandler.createArmorEntity("minecraft:zombie"); where the argument is the Entity ID. You can add NBT checks to filter the entity with entity.withNBTCheck("Health", 10.0, "GREATER"); with arguments (String nbtId, Object value, String checkingMode), The checking modes can be ["LESS", "EQUAL", "GREATER", "CONTAINS"].
Full Example
import mods.armoreablemobs.ArmorHandler;
import mods.armoreablemobs.ArmorEntity;
import mods.armoreablemobs.ArmorSlot;
import mods.armoreablemobs.ArmorGroup;
var group = ArmorHandler.createArmorGroup("draconic", 0.5);
var entity = ArmorHandler.createArmorEntity("minecraft:zombie").withNBTCheck("Health", 10.0, "GREATER");
group.addEntity(entity);
group.addArmor(ArmorHandler.createArmorSlot("head", <draconicevolution:draconic_helm>.withTag({Energy: 16000000}), 1, 0.5));
group.addArmor(ArmorHandler.createArmorSlot("chest", <draconicevolution:draconic_chest>.withTag({Energy: 16000000}), 1, 0.5));
group.addArmor(ArmorHandler.createArmorSlot("legs", <draconicevolution:draconic_legs>.withTag({Energy: 16000000}), 1, 0.5));
group.addArmor(ArmorHandler.createArmorSlot("feet", <draconicevolution:draconic_boots>.withTag({Energy: 16000000}), 1, 0.5));
group.addArmor(ArmorHandler.createArmorSlot("mainhand", <draconicevolution:draconic_sword>.withTag({Energy: 16000000}), 1, 0.5));