ske-0.1.0+26.2.jar
Curse Maven Snippet
What's new
# Changelog
## 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-heads` config 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-detection`
toggle; per-entry `mode` field (`auto`/`spawner`/`entity`); optional
`head-name` field for shared-item player heads.
- Trial spawner support: trial-chamber spawners index and locate like any
other cage (`trial-spawners` config 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-radius` of a located spawner — a
jingle, "Signal source located," and a lifetime "Spawners located" tally
on the compass lore.
- `entity-blacklist` config: forbid detectors for specific entities (e.g.
`minecraft:player`, wardens). Blocks crafting, the auto-head rule, and
tracking. Conversely, a custom `minecraft:player` entry makes a manhunt
compass — hence the blacklist.
- Optional BlueMap integration: `bluemap-markers` publishes indexed
spawners as a hidden-by-default POI layer. No hard dependency.
- `/ske give` now 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_detectors` datapack 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.
This mod has no additional files

