Awakened Mobs 1.1.4
Curse Maven Snippet
What's new
Fixed — Tier weights in the config work again
Since 1.0.9, setting a material tier to 0 under tier_weights in config/awakenedmobs-common.toml did nothing: mobs kept spawning with wooden and diamond weapons and leather and diamond armor no matter what the config said, because the built-in equipment rules had the default odds baked in.
- The config decides again.
tier_weightsonce more sets how often each tier (wood, stone, iron, gold, diamond, netherite) shows up in mobs' weapons and armor. Set a tier to 0 and it never spawns. For armor, leather counts as wood and chainmail as stone. - Untouched configs play the same. With the default weights, mobs roll gear at exactly the same odds as before.
- Config edits apply right away. Changes to the tier weights,
weaponChanceandarmorChancetake effect on the next mob that spawns, with no/reloador restart needed. Mobs that already spawned keep their gear. - For datapack authors: a new
"tiered"option lists one item per tier and lets the config's tier weights choose between them, so your own weapon families can follow the same setting. Plain"item"options keep exactly the weight you give them, so existing datapacks work as before.
This mod has no additional files

