Does it uses some specific (vanilla) condition to spawn?
An exact code, which are in charge for Wailers spawn is:
BiomeGenBase[] biomes = BiomeDictionary.getBiomesForType(Type.END);
for(int i=0;i<biomes.length;i++)
{
if(biomes[i].biomeName.equals("Sky"))
{
EntityRegistry.addSpawn(LostHeadEntity.class, 50, 1, 10, EnumCreatureType.monster, biomes[i]);
}
}
This code means, that Wailers will be spawned if there is biome with name "Sky" in biome dictionary for type "END".
Hardcore ender expansion do so:
public final class BiomeGenHardcoreEnd extends BiomeGenEnd{
public static float overworldEndermanMultiplier;
private List emptyList = new ArrayList();
public BiomeGenHardcoreEnd(int id){
super(id);
theBiomeDecorator = createBiomeDecorator();
}
public void overrideMobLists(){
spawnableMonsterList.clear();
spawnableCreatureList.clear();
spawnableWaterCreatureList.clear();
spawnableCaveCreatureList.clear();
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...effectively removing all mob spawns added before mod post init, if i'm not wrong.
You may contact mod author and ask him to remove only vanilla enderman spawn to preserve other mods mobs.
On unrelated news, i created new block and item with limited use. Switch unit and data cables. It could help to create redstone schemes more easily and a little bit more compact. It hard to understand concept even if i made a couple of screenshots, so i made a video:
https://youtu.be/aPS9VAB5Yw8
If you are expirienced IHL player you may skip playback to 13:33