- Updated for Forge 47.1.0.
- Misc changes to Zombolds & Rascals.
- Added Rascal Spawn Egg.
- Removed Drowned Zombold.
- Disabled "Kobold Dungeon Swamp".
- Added a Spanish translation by "Burack"
- Improved old code
- Added Ukrainian translation by "Unroman"
- Rebalance Kobold Rascal spawning mechanics to make him spawn more often and reliably.
- Reworked Kobold Potions code to improve performance & allow for mod compatibility (if anyone wants to add their own kobold potions).
- Zombies will no longer target Kobold Rascals first.
- Balance tweaks to chances of finding a Kobold Rascal.
- Kobold Rascals will now spawn in a similar manner like Wandering Traders.
- Kobold Rascals will now always give a bundle upon being found & that bundle can have random items.
- Kobold Rascal's Bundle loot is done via a tag and can be changed in a datapack but will always have a small chance of having diamonds.
-Initial 1.20.1 port.
- Kobolds now have an universal cooldown for their offhand item (Shield, Trident, & Potion).
- Kobolds will now always attempt to block any attack but their shield can go on cooldown if the attack can disable shields.
- Kobolds can now pick up and use Enchanted Tridents.
- Kobolds will now save their main hand weapon when using tridents.
- Kobolds can now pick up tridents.
- Fixed Kobold Infinity trading exploit.
- Kobolds will now save their main hand weapon when using tridents.
- Kobolds can now pick up tridents.
- The Kobold Smithing Template can now be used at the Smithing Table on iron tools & stal.
- Kobold Tools now have a durability (which fixes a few bugs with them).
- Adjusted Kobold Structures again.
- Adjusted Kobold Rascal spawn requirements.
- Kobold Structures will no longer spawn near a river or an ocean.
- Kobold Structures are less likely to spawn within water underground.
- minor tweaks
- Fixed a bug where kobolds would constantly swap between their weapon and a piece of armor they have found on the floor if they were already wearing a better piece of armor.