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Uncharted Paths: Compatibility Layer
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This datapack adds Custom Tags to be used for MCA Guards to tell them how much they should care about mobs from other mods, as well as extending Naturalist tags to tell Naturalist about other mobs too!
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I like using mods such as MCA Reborn and Naturalist, but the more mods that are in a modpack, the more likely weird edge cases are to appear.
For example, if a bear cub wanders its way into a village, all the villagers just ignore the cub, and the momma bear also ignores the villagers. But if a player gets too close to the cub, the momma bear gets mad and attacks!
Little interactions like that break the illusion that the villagers are the same type of character as the players, so I set out to address that!
By adding custom tags that point to assorted mobs added by other mods in the modpack I put together (Uncharted Paths), then adding those tags to the guardsTargetEntities list like so: "#parrishpotato:village_threats_disengate": -1, "#parrishpotato:village_threats_very_high_priority": 0, "#parrishpotato:village_threats_high_priority": 1, "#parrishpotato:village_threats_medium_priority": 2, "#parrishpotato:village_threats_low_priority": 3, "#parrishpotato:village_threats_very_low_priority": 4
Then the guards actually react to the different mobs appropriately! But that only fixed have of the interaction, as now the guards were attacking animals for seemingly no reason if the mobs weren't attacking them too, so the next logical step was to extend Naturalist's tags to include mobs that seemed to make sense for them to interact with as well!
As a disclaimer, I do not own nor am I associated with any of the mods that this compatibility layer supports, I like these mods and wanted to get them interacting with each other, and I also wanted to share the small amount of compatibility I worked on for anyone else looking for this to be able to use! Feel free to use this in any modpack or project you'd like!
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