[MERGED][MECH] MobControl merged with CrowdControl

Discussion in 'Inactive/Unsupported Plugins' started by WinSock, Feb 18, 2011.

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    WinSock

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    skadabedop

    Could you add the mob's maximum spawn height on that? That'd be awesome.
     
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    WinSock

    Im working oh that hubba :p
     
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    captainbinary

    maybe setting an area for the mobs to spawn in? would be nice for my colluseum :)
     
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    McSpider

    Plugin works great, just what I was looking for. :)
    I currently have it set so only spiders can spawn and there are way too many running around.
    Could you add a option to reduce the spawn amount/frequency of a specific mob?
     
  6. Offline

    WinSock

    Version 1.1
    Added spawn height node 0-Max Height(128 i think)
    0 means default.
    Code:
    MobControl:
        Mobs:
            CREEPER:
                Enabled: true
                SpawnHeight: 0
                Night:
                    Nature: Aggressive
                Day:
                    Burn: false
                    Nature: Aggressive
    
    --- merged: Feb 18, 2011 10:26 PM ---
    Adding that feature right now!
     
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    Arcwolf

    Anyone else try and make squid aggressive and find out that they dont have damage assigned to them. Lol... its dangerous to go into the deep. :D
     
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    WinSock

    Ya, Mob's that are passive by default only follow you :p
     
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    Arcwolf

    As demonstrated by the herd of pissed farm animals chasing me around my server. LOL. This mods cool.
     
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    sibilla6

    Can slimes be enabled back with this?

    What about multiple worlds, if I have Nether enabled on my server will this apply to both planes? Will this only apply to the default world? I'd be a shame if I change something and then suddenly I have regular mobs on the Nether.
     
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    WinSock

    They were re enabled by notch but have a very rare spawn chance.
    --- merged: Feb 18, 2011 10:53 PM ---
    Version 1.2
    Added SpawnChance node 0- 100
    Code:
    MobControl:
        Mobs:
            CREEPER:
                SpawnChance: 100
                Enabled: true
                SpawnHeight: 0
                Night:
                    Nature: Aggressive
                Day:
                    Burn: false
                    Nature: Aggressive
    
    --- merged: Feb 18, 2011 10:54 PM ---
    This applies to both worlds but it doesn't change what spawns in different environment types.
     
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    McSpider

    Wow your pretty fast, Thanks. :)

    Edit: works great!
     
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    WinSock

    I have to keep the people happy :p
     
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    QQCucumber

    I hesitate bringing this up because I mentioned it in the Mining TNT thread, but this seems like a more appropriate plugin, so I dunno.

    Just want to say that there has not as of yet been any plugin that's implemented the functionality of hmod's CreeperNerf. http://forum.hey0.net/showthread.php?tid=1634
     
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    WinSock

    Hmm so a damage node that can disable damage to Players Creatures or Environment?
     
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    QQCucumber

    Yeah. One of the nice things about CreeperNerf was you could set it to where, on the surface, they just caused damage while exploding, but underground, they'd blow the hell out of everything.
     
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    WinSock

    I still don't know how to get if there on the surface(can see the sky). But once i figure that out i will make it :p
     
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    QQCucumber

    Oh, it's easy, it just checks the altitude vs. the setting you put in. Just gotta be deep enough.
     
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    WinSock

    but then what about mountains and other caves above that height? Maybe check if a vector can reach the max height(sky) that is air from the entity.
     
    David Diaz likes this.
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    QQCucumber

    It wasn't that smart, it just checked the depth of the creeper. :p
     
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    WinSock

    But why make a work around when you can check for the real deal.
     
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    QQCucumber

    Haha, well, if you think you can do it, go for it. If it's going to take some time though, the workaround would tide people over. Or an alternative, depending on what people want.

    You could also have a whitelist of what blocks Creeper explosions are able to destroy.
     
  23. Sounds fun with friendly creepers and spawning ghasts. Wanna try it. [​IMG]
     
  24. Wow thats fast, is it also possible to config on what blocktypes, lightlevel, near tree or in water like vanilla but controlled.
     
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    WinSock

    Sure added to my TODO list
     
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    phatchico

    There any way to incorporate with worldguard or other plugin that defines zones? Say in zone a)mobs x and y spawn and zone b)mobs z spawns? Would it be possible to break down to each zone?
     
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    WinSock

    I shall just make my own cuboid type system, say /mobc makecuboid <name> and make a new node called MobControl.Protect.<cuboidname>
     
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    jaybud4

    Behavioral changes do not seem to work on ghasts.
    Also, would it be possible for it to check for existing instances of disabled creatures and remove them?
     
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    WinSock

    opps did i forget that :p quick fix incoming :p
    --- merged: Feb 19, 2011 2:53 AM ---
    Version 1.3

    • Fixed disabled mobs not dieing if already spawned.
    --- merged: Feb 19, 2011 2:54 AM ---
    And i'll check the ghast thing. It might not follow the same mob rules.
     
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    Killerhuehnchen

    Have you ever thought about adding in-game commands so admins could change settings on-the-fly without modifying the config.yml and reloading the config?
    E.g.: /mobc config <MOB> <Setting/Key> <Value> (/mobc CREEPER enabled true) with the permission node 'MobControl.settings' or similar
     

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