ske-0.1.0+26.1.2.jar
Curse Maven Snippet
What's new
Changelog
0.3.1
- Tally bookkeeping moved onto the compass itself: each detector keeps a ledger of the spawners it has located and the specimens it has counted (1,000 entries each, oldest evicted). Fixes the spawner tally counting a spawner again after visiting a different one, and traded compasses now stay honest — the same sheep is one sheep for the life of the compass, no matter whose hands it passes through. Mobs are no longer tagged by the census; the clipboard remembers, not the sheep.
0.3.0
- Configs never need deleting again.
- The detector catalogue now lives inside the mod and updates itself
with each release.
config/ske/detectors.jsonis an overrides file: your additions, edits, and removals only (new"remove": truefield deletes a built-in recipe). Existing full-catalogue files keep working as overrides — trim them at your leisure. config.jsonmigrates itself: on update, the file is regenerated in place with your values kept and new options added with their comments (config-versionfield tracks the format).
- The detector catalogue now lives inside the mod and updates itself
with each release.
0.2.0
- The field census: plain right-click a mob with its matching detector
to add it to that compass's "Mobs counted" lore tally. Each specimen
counts once per player (the mob is tagged as surveyed — clicking the
same sheep repeatedly yields one sheep and an "Already counted").
census-enabledconfig toggle. Sneak-click remains the needle lock.
0.1.3
- With
more-mob-heads: true, drop recipes now CONVERT into named-head recipes instead of disappearing — the full catalogue stays visible and craftable (recovery compass + "Warden Head" → Warden SKE), including the combos (skeleton horse, zombie horse, zombie nautilus, camel husk, sulfur cube) via their pack heads. Longest head names win matching, so a "Zombified Piglin Head" never crafts a Piglin SKE. - Vanilla
/reloadnow performs a full SKE reload (config + detectors + recipes), same as/ske reload— config edits apply either way. /ske listshows named-head recipes with their head name in quotes.
0.1.2
- Auto-head rule verified against the real More Mob Heads datapacks
(v2.19.1 / v2.20.0) — 207 of 210 head names now resolve:
- Zombie villager profession heads ("Zombie Armorer Head" etc.) now correctly craft Zombie Villager detectors.
- The nautilus family's shell-style heads ("Nautilus Shell", "Coral Zombie Nautilus Shell") now resolve.
- "The Killer Bunny Head" resolves to rabbit.
- The two "Wither Projectile Head" trophies stay uncraftable on purpose — one does not track a projectile.
0.1.1
- Fixed:
/ske listnow shows only the recipes that are actually craftable under the current config — entries disabled bymore-mob-heads, the entity blacklist, or absent entities/items no longer appear. Recipe injection and the list now share one filter, so they can't drift apart. /ske listnow also shows the auto-head rule as a catalogue line when it's enabled.
0.1.0
Initial release.
- Detector catalogue covering 75+ vanilla mobs — every mob with a sensible signature item, crafted shapeless from a recovery compass + the item (feather → chicken, gunpowder → creeper, iron ingot → iron golem…). Combo recipes for oddballs: bone + skeleton skull → skeleton horse, saddle + zombie head → zombie horse, oak log + bucket → sulfur cube. Entries for absent entities (other MC version, missing mod) are skipped quietly, so one catalogue serves both 26.1.2 and 26.2.
more-mob-headsconfig toggle: declares the Vanilla Tweaks datapack installed — mob-drop recipes switch off so head hunting stays the meaningful gate; head/skull recipes and custom entries stay on.- Auto-head rule: any player head named "<Mob> Head" crafts a detector for that mob with zero configuration — full More Mob Heads coverage, including variant names ("Red Sheep Head" → sheep). Names resolve against the live entity registry at craft time, so new vanilla mobs and modded mobs (any namespace) work with no update.
- Living-mob detection: when a detector's mob has no spawner on record,
the needle tracks the nearest living mob of that kind instead (loaded
chunks only). Spawners always win when one is known. The meter shows a
green LIVE tag while tracking a creature. Global
entity-detectiontoggle; per-entrymodefield (auto/spawner/entity); optionalhead-namefield for shared-item player heads. - Trial spawner support: trial-chamber spawners index and locate like any
other cage (
trial-spawnersconfig toggle), including through the magic x-ray's raw region reads. - Needle lock: sneak + right-click freezes the needle on its current signal (LOCKED meter tag); sneak-click again to release. Auto-releases if the spawner is gone.
- Arrival celebration: within
arrival-radiusof a located spawner — a jingle, "Signal source located," and a lifetime "Spawners located" tally on the compass lore. entity-blacklistconfig: forbid detectors for specific entities (e.g.minecraft:player, wardens). Blocks crafting, the auto-head rule, and tracking. Conversely, a customminecraft:playerentry makes a manhunt compass — hence the blacklist.- Optional BlueMap integration:
bluemap-markerspublishes indexed spawners as a hidden-by-default POI layer. No hard dependency. /ske givenow takes player selectors:/ske give @p zombie.- Spawner index fed by chunk loads, trimmed by block breaks and lazy validation, saved with the world.
- Lodestone-tracker needle pointing at the nearest matching spawner; spins when nothing is on record. Works on Java and Bedrock (Geyser).
- Proximity meter: action-bar signal bar and distance, with a ping that rises in pitch as you approach. Fully configurable.
- Optional magic x-ray: off-thread region-file sweeps around detector holders for spawners in generated-but-unvisited chunks.
- Annotated configs in
config/ske/(config.json,detectors.json); admins can add detectors for any mob from any mod. - Integration hooks for other mods:
ske_detectorsdatapack files and a"ske"Java entrypoint. /ske list | stats | scan | give | reload. The catalogue listing is color-coded — base, ingredients, and each result in its detector's color.- Mod icon and logo.
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