This spawns a villager per bed on village gen and saves the bed
position in the entity. If it moves too far from the village
it gets teleported (for now) back.
As map generation and growing mechanics have been changed to generate
uncarved pumpkins instead of carved, requiring players to shear every
pumpkin before trading it with villagers seems like useless busywork.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Check if node has a definition table before attempting to evaluate its
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Check if node has a definition table before attempting to evaluate
attributes.
* Define local variable to cache multiple accesses to `registered_nodes[]`
and improve readability.
* Reduce redundant `== false` condition check.
This reverts the hierarchies ENTITIES/mcl_mobs, ENTITIES/mobs_mc
and ENTITIES/mobs_mc_gameconfig to the state of commit
32c03dc27eb835fb60fdc2e396f6c3d5e5fc010d
- enchanted loot generated by mapgen now uses PseudoRandom for randomness
- prevent fishing loot from generating loot 32767 times (!!!) when only 1 is needed
- bows and fishing rods obtained from the treasure section of fishing loot are now enchanted
- there is now a function to uniform enchant items other than books