

SOME PARTS OF THIS MOD REQUIRE HOOKLIB TO FUNCTION!
=========================================================================
Overview:
This mod introduces ways to add to and overwrite vanilla / other mods' hardcoded features. It is intended for the use of modpack makers, and has minimal impact on gameplay if not configured first.
Base Feature List:
- Minecraft: Specify the range of how many more babies a given entity should generate after breeding.
- Minecraft: Options to set the crops that Rabbits will raid, and the blocks that Sheep will eat.
- Terracart Reloaded: The cart from Terracart Reloaded is properly registered as an entity, which fixes some cross-mod bugs and allows the cart to be targeted by configs/scripts.
- Corpse Complex: Added a command to erase the player's death location from being used by the Death Return Scroll - /deathscrollclear <player>
HookLib Features:
- Quark - Archaeologists: Config section to define your own Archaeologist trades - items bought and sold, their metadatas, amount ranges, and trade weights (chances).
- Defiled Lands - Defilement: Config section to define your own Defilement conversions between two blocks. A config also exists to remove all default-registered conversions.
- Minecraft: Specify the breeding items of all farm animals. This should be compatible with all mods that perform the correct checks.
Future Plans:
- NBT support for Archaeologist trades
- Double-input trades for Archaeologist trades
=========================================================================
Is this mod compatible with X other mod? What should I do if I run into an issue?
I've tested this mod in a pack of ~300 mods and haven't had any crashes.
If you encounter unexpected behaviors or incompatibilities, please report it to the Github Issues page.
Will you update or backport this mod to my favorite version?
No, but if you would like, you can do it yourself.
Where can I ask for a feature or suggest something?
The Curseforge comment section would be preferred.
Can I include this in my modpack?
Yes! Curseforge mods in a Curseforge pack are always allowed. You can add this to your non-Curseforge modpack, too.
=========================================================================
Special Thanks:
-hohserg1 for creating HookLib