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Changelog
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Version: 1.7.3
MOBS:
- Removed the ability for custom mobs to regenerate health while resting. Most of them can already be healed through feeding, giving healing items more usefulness.
- Golden Dandelions now work on baby Rats, preventing them from growing up.
- Cursed Mobs:
- Switched the required item slots for uncursing. The Book of Curses must now be held in the mainhand, while the Cursed Eye must be held in the offhand.
- The Book of Curses now takes durability damage and no longer consumes the Cursed Eye when uncursing a mob.
- Cursed mobs can now also be uncursed using a Curserer Staff in the mainhand and a Book of Curses in the offhand.
- Cursed mobs now drop XP orbs when uncursed.
- Rats:
- Cursed Rats and Giant Rats now have separate identifications.
- Wild Giant Rats can now be cursed by Rat Curserers.
- Improved curse particle effects.
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Downloads
- Nicos More Dungeon (v1.7.3).mcaddon (1.06 MB)
- Nicos More Dungeon (v1.7.3) (Behavior).mcpack (403.47 KB)
- Nicos More Dungeon (v1.7.3) (Resource).mcpack (659.98 KB)
Show all downloads (8 older files)




Sure you could say that IF it was more of a end game boss and required high tier armor, but this is a semi-common boss with mid loot found in the overworld
And unless your super strong, fighting in iron or even in unechanted diamond is just purely annoying because he spawns rats faster then you could kill normally.
There is a imbalance there, if he wanted it to be that hard then either the loot should be better or all the bosses should be just as hard if the pack is meant to be really hard bosses. (Which I dont think is the case)
The rat summoner currently is just too annoying to fight due to the small space and rat summon spam. Potions are not a early game thing, so are you saying the boss is a late game boss?
I lowered them all to half on my realm, but the Piglins dungeon still seems too common
I think I will lower that one to 1/4 it's original rate
With these changes, they're still not too hard to find, but fit in better with Vanilla.
The loot also seems very random. Why is there kelp and raw rabbit in the deep slate catacombs?
I think it should be more similar to the vanilla loot tables.
Otherwise it's a great addon.
Change the "scatter_chance" field under feature_rules/ for each of the dungeon json file
Then also increment the version in the manifest.json of the behavior pack