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Mob Control
New configuration options are available in the restructured.cfg
that allows a modpack author/server administrator control over some aspects of mob spawning and behavior:
Block Destruction/Griefing and Mob Spawning
mobcontrol { # Prevent block destruction due to Creeper explosions [default: false] B:"Block Creeper Explosion"=false # Prevent Enderman from picking up blocks [default: false] B:"Block Enderman Griefing"=false # Prevent mobs spawning in or on trees [default: true] B:"Block spawning in/on trees"=true }
Adjust Quantity of Mob Spawns
mobcontrol { spawn { # Spawn factor for ambient creatures (0 use Vanilla) [range: 0 ~ 2147483647, default: 0] I:Ambient=0 # Spawn factor for animals (0 use Vanilla) [range: 0 ~ 2147483647, default: 0] I:Animals=0 # Spawn factor for monsters (0 use Vanilla) [range: 0 ~ 2147483647, default: 0] I:Monsters=2048 # Spawn factor for water creatures - GO SQUIDS! (0 use Vanilla) [range: 0 ~ 2147483647, default: 0] I:"Water Critters"=0 } }
Restructured does not attempt to classify mobs, it uses whatever has been configured. Mod authors will need to ensure their mobs are properly classified.
By default the configuration will use whatever Minecraft currently allows. For 1.7.10 the various Vanilla defined factors are:
Creature Type | Factor | Derives From | Examples |
Ambient | 15 | EntityAmbientCreature | Bats |
Creature | 10 | EntityAnimal | Pigs, sheep, etc. |
Monster | 70 | IMob | Zombies, skeletons, etc. |
Water Creature | 5 | EntityWaterMob | Squids |
These factors affect the maximum quantity of the different creature types the mob spawning algorithm will allow for all loaded an active chunks within a range round a player (roughly 17x17 chunks around a player). Increasing a factor allows for a higher quantity, while lowering reduces the quantity. The spawning algorithm uses some voodoo math so it is not easy to come up with a precise number. As a guiding rule doubling the factor will double the quantity.
It’s worth pointing out that there are two times when Minecraft does mob spawning:
- Per world tick Minecraft evaluates the quantity of the various mobs and attempts to spawn additional entities based on rules (proximity to player, quantity caps, etc.) The above factors influence this process.
- Initial chunk generation. Entities are specially spawned during chunk generation and the factors do not apply. It is possible to set the spawn factor to zero and prevent a class of mob from spawning during the world tick, but it will not prevent it during chunk generation.