[MECH] CustomDifficulty v4.5.0 - Monsters too strong or too weak for you? Change it! [1240]

Discussion in 'Inactive/Unsupported Plugins' started by Pasukaru, Jun 6, 2011.

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    The Plugin to adjust the difficulty in SMP
    Latest version: 4.5.0
    blank line
    BLANK LINE : D : D
    CustomDifficulty provides a lot of features to change the all around difficulty in Minecraft.
    You can change the monster's HP, damage, aggressiveness and more! You are also able to modify the player's damage.
    Each difficulty is stored in its own file - which enables you to create as many difficulties as you like! It's possible to set a difficulty for a certain region only (Use the built-in regions, or WorldGuard regions). This enables you - for example - to create hard dungeons with ease.
    For more information, take a look at the 'Features' section below.

    Please report any bugs you may encounter!

    If you are a developer and take a look at the source, please let me know if you have some improvements! I'm still new to this (Java/programming in general) and want to get better. :)

    • Change monster's hp (200 HP is max - but that should be enough, a player has 20)
    • Change monster's damage - Let them beat you up - or not even scratch you :>
    • Change aggressiveness of monsters and animals. (Aggressive, Passive, Friendly)
    • Change if monsters burn in sunlight.
    • Spawn any mob, anywhere - naturally! Giant, 'monster' and sheep in any color included!
    • Define spawn chance.
    • Define min/max height for mobs to spawn.
    • Define min/max light level for mobs to spawn.
    • Define block types mobs will only/will never spawn on.
    • Define custom drops for each mob in each difficulty.
    • Define a loot-multiplier to let monsters drop more items!
    • Limit mobs per server/world/chunk
    • iConomy support! (For monster-killing rewards)
    • Change player's damage.
    • Multi-world support!
    • Permissions support!
    • WorldGuard support!
    • Create regions, each with a custom difficulty!
    • No need to restart/reload the server to apply changes, simply use the /difficulty reload command!
    • All (reasonable) commands can be used from the console!
    If you download, please also click the 'like' button at the lower right corner of this post - Thanks!

    If you need a more detailed explanation, feel free to drop me a message and I'll try to help as much as I can. :)
    This text is only used to have an empty line! :>
    How to use:
    Click me :)

    • Copy CustomDifficulty.jar into the /root/plugins folder.
    • Download WorldEdit (If you want to use regions) and place it into the /root/plugins folder as well.
    • Difficulties are located in the /root/plugins/CustomDifficulty/difficulties folder. Each difficulty is in its own [difficulty].yml file.
    • Simply change the values of the default configs and/or create new config files. The plugin will load all *.yml files inside the difficulties folder automatically on reload.
    • If you remove a configuration node, this plugin won't change anything of the corresponding event, thus preventing conflicts with other plugins.
    • You can create regions with the /difficulty region [regionCommand] commands and set difficulties for each of them independently! (See 'Commands and Permissions' below)
    Note that you must notuse tabs in *.yml (YAML) files. If you do, it will mess up the format and Bukkit will throw you a million errors (something like *snakeyaml* ) :>
    Important notes:
    Click me :)

    • All configuration nodes are case sensitive and your world's names shouldn't contain special character, as it might mess up the configuration nodes!
      If a configuration node does not exist, Bukkits default will be used - or nothing happens at all.
      The plugin will check if the monster/player is in a region first (if enabled - see below)
      If the monster/player is in no region, the world's difficulty settings will be used.
    • Slimes are handled according to their size.
    • Wolves are handled according to their tamed/untamed status.
    • Creepers are handled according to their powered/unpowered. status.
    • The last three points exclude the following nodes:
      spawnChance, spawnOnlyOn, spawnNotOn, lightLevelMin, lightLevelMax
    • Creepers have a floating point (e.g. 1.65) damage value and it's used as multiplier, not as fixed damage. This value applies to the damage only, not the explosion range/radius.
    • Wild wolves can be aggressive. They will attack a player on sight, but it is still possible to tame them - unless the player fights back.
    • Tamed wolves HP will always be read from the worlds difficulty! (To avoid exploits like healing it in a region where it as a maximum of 100 hp and then move to a region with a maximum of 50 hp)
    • Player's damage will be calculated like this:
      Round( (usualDamage * damageMultiply) + damageAdd )
      damageAdd is an integer.
      damageMultiply is a floating point value.
      usualDamage is the players default damage (e.g. 2 with fists, 5 with diamond pickaxe) - might be different if another plugin modified the event damage before CustomDifficulty did!
      You can use different values for Player vs Player and Player vs Monster. You can also set negative values - but a negative multiplier is not recommended.
    • Regions are disabled by default! If you want to use them, go to your config.yml(not difficulty.yml!) and set useRegions for the specified actions to 'true' (without quotes!)
      I disabled them by default do increase performance (a tiny, tiny bit :p, unless you have 1 million regions in one world) and I guess not everyone will use them.
    • Change difficulty of (regions or worlds) by using the corresponding command where difficulty = one of your /difficulties/[difficulty].yml without the ".yml" extension!
    Commands and Permissions:
    Click me :)
    Permission node to receive rewards: 'CustomDifficulty.reward'
    Ops can use all commands and permission nodes are case sensitive!
    bold = mandatory
    underlined = optional
    " | " = "or"

    Difficulty-related commands:
    • /difficulty help - Displays the help / lists commands and descriptions.
      Permission node: 'CustomDifficulty.help'
    • /difficulty - Displays difficulty of the world the player is currently in - or of all worlds if the command user is no player (e.g. console)
      Permission node: 'CustomDifficulty.check'
    • /difficulty check <World | all> - Displays the difficulty of <World>, <all> worlds or the world the player is currently in if <World> is not specified. If the command user is no player, it will list all worlds.
      Permission node: 'CustomDifficulty.check'
    • /difficulty <change | set><World> <Difficulty> - Change difficulty of <World>, or the world you are currently in if none specified.
      Permission node: 'CustomDifficulty.change'
    • /difficulty reload - Reloads the config files. Use this after changing/adding difficulties or other configurations!
      Permission node: 'CustomDifficulty.reload'
    • /difficulty performance - Counts the used time for each feature for the next 10 seconds. Use this if you think the plugin causes lag, and to find out which part of it.
    Region-related commands (These require WorldEdit and WorldGuard):
    All commands start with /difficulty region *** - Replace "***" with one of the below:
    • help - Displays help about region commands.
      Permission node: 'CustomDifficulty.region.help'
    • <set | change> <World> <Difficulty> - Change difficulty of world <World>, or the world you are currently in, if <World> is not specified, to <Difficulty>
      Permission node: 'CustomDifficulty.region.set'
    • info <World> <RegionName> - Displays some information about region <RegionName> on world <World> or the world you are currently in.
      Permission node: 'CustomDifficulty.region.list'
    If you are using WorldGuard regions, only the region commands 'info' and 'set | change' are available. To define new regions, you WorldGuard's '/region define' command.
    Version 4.5.0 | 10/6/2011
    • Fixed: Squid spawn - for real this time
    • Fixed: min/max spawn distance works now.
    • Fixed: Ghats can now be friendly. (passive too, but they will behave as friendly. :/) Friendly ghasts hardly move though.
    • Added: OPs will receive a message on login, if a new of CD is available. Can be turned off, config.yml -> global.checkForUpdates
    • Added: Some code to make squids follow their targets. They don't do that naturally like other mobs. -.-
    • Ghasts and PigZombies take damage over time to simulate burning in sunlight. (If enabled)
    Old versions (open)
    Version 4.4.0 | 9/28/2011
    • Changed: Mob limit configuration; Nodes you have to use now:
        mobLimit: 500 #= server Limit
            mobAggressiveLimit: 75
            mobPassiveLimit: 75
            mobFriendlyLimit: 75
            mobChunkLimit: 1
    You can remove all other limit nodes, they aren't used anymore.
    • Added: A new config node inside the difficulty files:
        dropOnlyWhenKilledByPlayer: false
    Should be self-explanatory, but you have to add it manually if you want to enable it.
    • Fixed: Squid spawning. Was checking for lava instead of water..
    • Fixed: A NPE inside the spawn algorithm.
    • Fixed: Another NPE inside spawn algorithm (dev build only)
    • Added: Multiverse-Core will now load before CD does.
    • Added: Register support. All major economy plugins should work with CD now.
    • Removed: iConomy5 support. If you use iConomy5, you also have to download and use Register.
    Version 4.3.0 | 9/24/2011
    • Fixed: Feeding wolf in 1.8; Item amount decreases and Raw Flesh added as food.
    • Fixed: Getting rewards with projectiles (arrows) works now.
    • Fixed: Giants spawning in walls and small caves. - Some still spawn in walls or weird locations and suffocate, but they will be removed immediately.
    • Added: Configuration nodes for the new mobs Enderman, CaveSpider and Silverfish.
    • Added: Now spawn-able: Electrified Creeper, Spider-Jockeys, coloured sheep.
    • Changed: Mobs will now spawn in at least 2 block high rooms instead 1 block only. (To prevent Zombies and other tall mobs to suffocate.)
    Version 4.2.3 | 7/28/2011
    • Changed: Giants attack players up to 3 blocks below them instead of 1.
    • Changed: config.yml nodes: spawnInterval, aggressivenessInterval and burnsInSunlightInterval are now in the worlds.worldname section. You can remove the global ones.
    • Probably fixed: ClassCastException in aggressiveness task. (?)
    • Changed: performance command.
    • Fixed: Another bug, I just don't remember which one... I should start writing it down immediately :eek:
    Version 4.2.2 | 7/27/2011
    • Fixed: BurnsInSunlight now reads the interval correctly from the config. (=Slight performance increase if you don't use an interval of 1. Default is 20.)
    • Fixed: Mobs can now spawn in snowy areas.
    • Added: Giants should attack players now, they don't do it naturally... (Please test this :))
    • Changed: Aggressiveness check is now performed every X ticks for every player, instead of every X move-events for the corresponding player only.
    Version 4.2.1 | 7/26/2011
    • Fixed: NPE in mobCleanup
    • Removed: Creation of unused node 'ignoreInvalidWorldDifficulty' in config.yml
    Version 4.2.0 | 7/25/2011
    • Added: command '/difficulty performance'
    • Added: another way of reading the difficulty of a mob (for testing purposes). change useOldGetDifficulty in your config.yml if you want.
    Version 4.1.0 | 7/15/2011
    • Removed built-in regions. (Use WorldGuard, it provides more features for regions)
    • Added customizable drops.
    • Added: Players will receive rewards if their wolf kills a mob
    • Changed spawn-algorithm, it will use the chunks around a random player per run, instead of chunks around all players.
    • Changed check for old iConomy versions.
    Version 4.0.6 | 7/13/2011
    • Fixed an 'out of bounds exception' in the reward calculations.
    • Mobs shouldn't suffocate anymore if they spawn next to a wall.
    Version 4.0.5 | 7/12/2011
    • fixed automatically created node burnInSunlight to burnsInSunlight in the config.yml
    • probable fix for a concurrent modification exception.
    Version 4.0.4 | 7/11/2011
    • Added fix for incompatible iConomy versions.
    Version 4.0.3 | 7/10/2011
    • Major bug fixed within the spawn-algorithm. To be specific: instead of reading the maximum light level for a mob to spawn, it was reading the minimum height - this, of course, messed everything up.
    Version 4.0.2 | 7/10/2011
    • NPE fix regarding the loot multiplier. - A weird one :confused:
    Version 4.0.1 7/9/2011
    • Mobs shouldn't spawn in water anymore if spawnNotOn WATER and/or STATIONARY_WATER is used.
    Version 4.0.0 | 7/9/2011
    • Aggressiveness is now split into aggressivenessDay and aggressivenessNight.
    • Added option on which blocks mobs will only spawn, or will never spawn on.
    • Reward now requires permission 'CustomDifficulty.reward' to receive it.
    • Added option for min/max light level for mobs to spawn.
    • Added option for min/max height for mobs to spawn.
    • large rewrite of the plugin.
    Version 3.6.0 | 7/7/2011
    • Depreciation of rewards if you kill the same mob type repeatedly.
    • Bugfix of the isDay() function which resulted in wrong calculations for the BurnInSunlight feature. (It was checking for night instead of day - fail)
    • SpawnChance will only affect naturally spawned mobs. (I was too stupid to find it previously - lol). Also, It will never affect the spawn behaviour of 'monster' and giant in any way, even if a plugin spawns them as 'naturally'. If you use another plugin to make them spawn, it should be possible to change the spawn amount there.
    • isAggressive and burnsInSunlight features are now available for animals as well.
    Version 3.5.1 | 5/7/2011
    • Added check for a nearby mob spawner for reward and lootMultiplier.
    • Added success-rate of a mob spawning.
    Version 3.5.0 | 7/5/2011
    • NPE fix within the reward system.
    • Added WorldGuard-Regions support.
    • Added option to disable startup messages.
    • Region Commands now have their own classes.
    • Difficulties with uppercase letters work properly.
    Version 3.4.2 | 7/3/2011
    • Fixed another bug regarding region-persistence. :eek:
    Version 3.4.1 | 7/3/2011
    • Fixed monsters (except skeletons & zombies) starting to burn during night if burnsInSunlight was set to true.
    Version 3.4.0 | 7/2/2011
    • Fixed regions not saving into database due to a wrong function call.
      Thanks to @Kytsune for spotting this bug!
    • Added iConomy support for mob-killing rewards.
    • Added lootMultiplier feature
    Version 3.3.1 | 7/1/2011
    • NPE fix
    Version 3.3.0 | 7/1/2011
    • Added some (possible) bugfixes
    • Added possibility to change if (hostile) monsters burn in sunlight.
    Version 3.2.0 | 6/24/2011
    • Added changeable aggressiveness.
    • Changed the way I hooked into WorldEdit / Permissions.
    • Different settings for wild wolves and tamed wolves.
    • Tested against RB 928.
    Version 3.1.0 | 06/16/2011
    • Added configuration nodes for "monster" (the 'human' mob)
    Version 3.0.0 | 06/16/2011
    • Added regions. (Requires WorldEdit and HSQLDB)
    • Added possibility to create as many difficulties as you want
    • Changed commands a bit to clean up source code - it was a mess!
    • Some minor bug fixes.
    • Something else I don't remember right now. :eek:
    Version 2.2.2 | 06/14/2011
    • Removed "Error in [world].yml - Check HP settings for [monster]" debug message.
    Version 2.2.1 | 06/07/2011
    • Added option to change Player's damage for each difficulty (multiply and [add or subtract damage] or both)
    • Added checks if config nodes are set. (If not - Plugin won't touch the corresponding event)
    • Changed "/difficulty" command - displays now the current world - or all worlds if the command user is no player (e.g. console)
    • Added "/difficulty all" - will display the difficulty on all worlds.
    • Priorities of 'CREATURE_SPAWN' and 'ENTITY_DAMAGE' events have been set to 'Lowest'.
    • Bug-fix - Fixed error with slimes - it was looking for node "slime[size]..." instead of "slime.[size]..."
    • Some minor changes in the source code (e.g. refactoring)
    Version 2.1.1 | 06/06/2011
    • Added Multi-World support.
    • Added Permissions support.
    • Bug-fix - Slimes are now handled according to their size.
    Version 1.0.0 | 06/05/2011
    • Initial release.

    • Limit mob spawning to biomes.
    • Suggestions!
    • Change Player's HP | Out of the scope of this plugin as it requires a custom health system. I might add later though... who knows.
    If you like this plugin and want to help me a lil bit - please [​IMG]. Thanks!

    ~Pardon my imperfect English. :>
    Snatch, bluehasia, Smokie23 and 27 others like this.
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    Yay! I've been wanting this feature since I first got this plugin. Thanks!
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    Not yet, since they aren't just tall, but larger in general.
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    If you leave the 'drops:' line blank in the config file, it shouldn't conflict with it.


    My current dev version for those who want to try to find some bugs:

    ** Note that this is a version for testing purposes! Console might get spammed with debug messages :p **

    Delete your default.yml file to let it generate a new one with the config nodes for the new mobs, electrified creepers, etc.
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    @Pasukaru - Thanks for the dev version. Seems to be working fine for me but some little things.

    The silver fish is a bit odd. They should only spawn upon breaking block 97 and should be aggressive(great for traps). Instead they spawn all the time like normal mobs and are passive. Easy fix, turning spawnchance to 0.0 and turning them aggressive will make the behave as they should.

    I'll keep posting as I find problems.
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    I didn't know their behaviour yet, so I just guessed it. I'll change the default config to fix it. :)
    Going to add coloured sheep and will try to fix giant's spawning now. I'll upload it once I'm done.

    Uploaded v4.3.0
    Read changelog. :)

    The new config nodes for electrified creepers, etc, are on the bottom of this site:

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
    Terra-Network.org and RugRats like this.
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    something seems wrong here....
        savePlayerKills: 3
        useOldGetDifficulty: false
        initMessages: true
        useWorldGuardRegions: true
        minSpawnDistance: 20.0
        maxSpawnDistance: 150.0
        mobSpawnerRadius: 5.0
        naturalMobLimit: 350
        mobLimit: 400
            mobLimit: 250
            naturalMobLimit: 225
            mobChunkLimit: 3
    But on my server are (performance check): 540 Mobs
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    Do you have other plugins that spawn mobs?
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    Well, I wasn't able to recreate the bug.
    You could use the '/butcher' command from worldedit (or worldguard?) and see if the problem persists.
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    @Pasukaru Since 1.8 after you kill all mobs in a chunk they won't respawn over time. Does this plguin make them respawn?
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    I use my own spawn algorithm, everything MC did to spawn mobs won't work. So yeah, they will respawn.
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    Thanks! because I hated that they wouldn't respawn afterwards.. it just ment.. make a huge ass farm or move >.>

    @Pasukaru I get these messages spammed in console
    This one is on start up and plugin reload

    2011-09-25 10:06:41 [INFO] Loaded: cavespider
    2011-09-25 10:06:41 [INFO]  = CAVE_SPIDER
    2011-09-25 10:06:41 [INFO] Loaded: chicken
    2011-09-25 10:06:41 [INFO]  = CHICKEN
    2011-09-25 10:06:41 [INFO] Loaded: creeper
    2011-09-25 10:06:41 [INFO]  = CREEPER
    2011-09-25 10:06:41 [INFO] Loaded: enderman
    2011-09-25 10:06:41 [INFO]  = ENDERMAN
    2011-09-25 10:06:41 [INFO] Loaded: pig
    2011-09-25 10:06:41 [INFO]  = PIG
    2011-09-25 10:06:41 [INFO] Loaded: sheep
    2011-09-25 10:06:41 [INFO]  = SHEEP
    2011-09-25 10:06:41 [INFO] Loaded: skeleton
    2011-09-25 10:06:41 [INFO]  = SKELETON
    2011-09-25 10:06:41 [INFO] Loaded: slime
    2011-09-25 10:06:41 [INFO]  = SLIME
    2011-09-25 10:06:41 [INFO] Loaded: spider
    2011-09-25 10:06:41 [INFO]  = SPIDER
    2011-09-25 10:06:41 [INFO] Loaded: squid
    2011-09-25 10:06:41 [INFO]  = SQUID
    2011-09-25 10:06:41 [INFO] Loaded: wolf
    2011-09-25 10:06:41 [INFO]  = WOLF
    2011-09-25 10:06:41 [INFO] Loaded: zombie
    2011-09-25 10:06:41 [INFO]  = ZOMBIE
    This one is spammed like crazy

    2011-09-25 10:08:24 [INFO] Spiderjockey spawned.
    2011-09-25 10:08:32 [INFO] Spiderjockey spawned.
    2011-09-25 10:09:28 [INFO] Spiderjockey spawned.
    2011-09-25 10:09:32 [INFO] Spiderjockey spawned.
    2011-09-25 10:09:35 [INFO] Spiderjockey spawned.
    2011-09-25 10:09:47 [INFO] Spiderjockey spawned.
    2011-09-25 10:09:58 [INFO] Spiderjockey spawned.
    2011-09-25 10:10:01 [INFO] Spiderjockey spawned.
    2011-09-25 10:10:40 [INFO] Spiderjockey spawned.
    2011-09-25 10:11:25 [INFO] Spiderjockey spawned.
    2011-09-25 10:11:31 [INFO] Spiderjockey spawned.
    2011-09-25 10:12:34 [INFO] Spiderjockey spawned.
    2011-09-25 10:12:44 [INFO] Spiderjockey spawned.
    2011-09-25 10:12:44 [INFO] Spiderjockey spawned.
    2011-09-25 10:12:49 [INFO] Spiderjockey spawned.
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Oh sorry, forgot to remove debug messages :x
    I'll upload in a sec.
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    Also in the "default" difficulty thing you forgot "cow" in the list of spawnable mobs.
    Pasukaru likes this.
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    Thanks for pointing out. :p
    Fixed it, download again from the same link.
    RugRats likes this.
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    Allen Buckman

    it doesn't seem to spawn squid, i have checked that they are set to spawn.
    EDIT: also is it possible to put a limit on the number of each mob spawned?, currently my server is full of friendly mobs as hostile ones can't spawn due to world mob limit being reached
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    Still would love to see sth. like this :\
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    Can't find Squid neither :) Also, hostile mobs seems to have a very low spawnrate on my 1.8 world, and be very numerons on my 1.7 worlds.

    Except this, everything works fine :) Thanks for your plugin !
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    Hey, getting very low hostile mob spawn rates as well. All other features of the plug are working perfectly though. Upon loading of the plug it generates this error:

    20:59:16 [SEVEREjava.lang.InstantiationException
    :59:16 [SEVERE]       at sun.reflect.InstantiationExceptionConstructorAccessor
    20:59:16 [SEVERE]       at java.lang.reflect.Constructor.newInstance(Constructor
    20:59:16 [SEVERE]       at net.minecraft.server.EntityTypes.a(SourceFile:67)
    20:59:16 [SEVERE]       at org.bukkit.craftbukkit.CraftWorld.spawnCreature(Craft
    20:59:16 [SEVERE]       at Pasukaru.CustomDifficulty.SchedulerTasks.SpawnControl
    20:59:16 [SEVERE]       at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainT
    20:59:16 [SEVERE]       at net.minecraft.server.MinecraftServer.h(MinecraftServe
    20:59:16 [SEVERE]       at net.minecraft.server.MinecraftServer.run(MinecraftSer
    20:59:16 [SEVERE]       at net.minecraft.server.ThreadServerApplication.run(Sour
    20:59:16 [WARNINGTask of 'CustomDifficulty' generated an exception
            at Pasukaru
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(C
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:439)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
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    I'm wondering if the low hostile spawn rate isn't due to the friendly mobs not despawing ? I see tons of them, and very very few hostile ones. But if I reboot my server and log in during night, i have planty of hostile mobs. So it seems that over time, friendly mobs fill all the "slots" for hostile ones.
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    yeah cause of that problem, I removed this plugin.

    maybe there are some prblems with spawn-alrorithm

    without that problem, this is awesome plugin.
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    Yep, when the limit is reached (world limit, limit per chunks), then no more mobs will spawn. Its terrible...currently my workaround is removing all mobs with the //butcher command provided by worldedit, to remove all friendly mobs and make space for hostile ones.
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    I find I keep having to reload my customdifficulty setting (using multiverse2)... i read somewhere this was an identified bug (but for the life of me, I can't find it now!). Can I confirm?
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    I thought that it might be related to that as well, however, after running both the plugins built in performance check and generating a report via worldguard, well... Our server is set to have a spawn limit of 500, and only 105 mobs would ever spawn. And these would be very sparsely placed.
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    My server.log says the following:

    How do i fix it?

    The only thing i changed in the difficulty file was to decrease the number of monsters globally/per world.
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    Change in your config.yml - file
    "difficulty: none"
    "difficulty: default"
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    I've been noticing some odd spawning behaviour with the latest builds and CB 1185-1190.

    I use a White List style config where I white list the blocks which mobs are allowed to spawn. Neutrals of course on grass and most natural blocks for hostiles. However, I've witnessed impossible spawning according to the config including events such as a sheep spawning in the middle of a waterfall, pigs and cows spawning in the middle of a 400*400 area of glowstone and mobs popping up within 4 blocks of a player even though the config lists the minimum spawn distance to be at least 16 blocks. Other odd spawning behaviour includes about 6 mobs spawning in a tiny 3*2*2 hole in the ground and of course the very curious lack of hostile mobs.

    In addition, I'll put my support behind the proposition to split the mobs per chunk for both hostile and neutral mobs.

    It would also be nice to be able to individually specify the x/z and y radius which a mob will be able to spawn around a player so that you can specify a larger horizontal area and a restricted vertical range so that mobs will tend to spawn in the 'playing area' of a player and not in a cave at the bottom of the map only to do absolutely nothing.
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    Will be added in the next release.

    @Allen Buckman
    Will try to fix squids.

    Yeah, that's probably because sheep, cows, etc spawn during day until limit is reached and hostile mobs won't be able to spawn until the other ones die or despawn first. I'll think of something to fix this.

    No, it's not possible to spawn mobs in groups, at least not yet. :p

    Will fix this error.

    Hmm, I'll run some more test to confirm this.
    I also might add the features you're suggesting. :)

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