Pve Mob Plugin: Difference between revisions

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This page will display info, configuration settings, and other documentation related to the PvE mob management plugin when it goes live.
The plugin, developed by c45y, manages mob numbers by removing certain animals (hostile and friendly) any time a chunk is unloaded. A minimum number of each mob type will always be allowed to remain. Chunk unload happens either when all players walk away from the area, all players log out of the area, or the server restarts. The enforcement of the cap occurs on a chunk by chunk basis.
 
To help reduce the burden on players of these changes, this plugin implements two additional changes:
 
-The baby stage has been eliminated, animals are instantly adults.
 
-The breeding cooldown has been eliminated.
 
This essentially allows the server to allocate resources (CPU time) as needed and then free up those resources when the time is right. All this is done automatically without the potential delays, biases, and inefficiencies of human involvement. Additionally, due to nearly instant breeding, the burden on the player is minimal.
 
== Some Examples ==
 
Imagine a wool farmer with 50 white sheep spread over four chunks, assuming even distribution, that person could expect to have 8 sheep remaining in the farm when they log back in. As you can see, no matter what happens, you will never lose all of your animals.
 
This allows our hypothetical wool farmer to log on at any time and have a ready and waiting reserve stock of animals. He can almost instantly breed up however many he needs without worrying about lag slowing him down. After the harvest when he either logs out or leaves the area, the massive heard will despawn down to the reserve number.
 
It's important to keep in mind that this isn't a cap, it's a floor. So, to give another example, this time with hostiles, on chunk unload all but two zombies will be wiped. However, once someone is around, there is no limit as to how many can spawn. This will allow things like large grinders to function but will prevent them from slowing things down when not in use.


== Config File ==
== Config File ==
This is the configuration file that plugin uses to determine how many of each mob to leave alive:
This is the configuration file that plugin uses to determine how many of each mob to leave alive:
sheepwhite: 2
sheeporange: 2
sheepmagenta: 2
sheeplight_blue: 2
sheepyellow: 2
sheeplime: 2
sheeppink: 2
sheepgray: 2
sheepsilver: 2
sheepcyan: 2
sheeppurple: 2
sheepblue: 2
sheepbrown: 2
sheepgreen: 2
sheepred: 2
sheepblack: 2
chicken: 4
cow: 4
mushroom_cow: 4
ocelot: 4
pig: 2
wolf: 4
blaze: 2
cabe_spider: 2
creeper: 2
enderman: 2
pig_zombie: 2
silverfish: 6
skeleton: 2
spider: 2
zombie: 2

Revision as of 04:05, 19 October 2012

The plugin, developed by c45y, manages mob numbers by removing certain animals (hostile and friendly) any time a chunk is unloaded. A minimum number of each mob type will always be allowed to remain. Chunk unload happens either when all players walk away from the area, all players log out of the area, or the server restarts. The enforcement of the cap occurs on a chunk by chunk basis.

To help reduce the burden on players of these changes, this plugin implements two additional changes:

-The baby stage has been eliminated, animals are instantly adults.

-The breeding cooldown has been eliminated.

This essentially allows the server to allocate resources (CPU time) as needed and then free up those resources when the time is right. All this is done automatically without the potential delays, biases, and inefficiencies of human involvement. Additionally, due to nearly instant breeding, the burden on the player is minimal.

Some Examples

Imagine a wool farmer with 50 white sheep spread over four chunks, assuming even distribution, that person could expect to have 8 sheep remaining in the farm when they log back in. As you can see, no matter what happens, you will never lose all of your animals.

This allows our hypothetical wool farmer to log on at any time and have a ready and waiting reserve stock of animals. He can almost instantly breed up however many he needs without worrying about lag slowing him down. After the harvest when he either logs out or leaves the area, the massive heard will despawn down to the reserve number.

It's important to keep in mind that this isn't a cap, it's a floor. So, to give another example, this time with hostiles, on chunk unload all but two zombies will be wiped. However, once someone is around, there is no limit as to how many can spawn. This will allow things like large grinders to function but will prevent them from slowing things down when not in use.

Config File

This is the configuration file that plugin uses to determine how many of each mob to leave alive:

sheepwhite: 2

sheeporange: 2

sheepmagenta: 2

sheeplight_blue: 2

sheepyellow: 2

sheeplime: 2

sheeppink: 2

sheepgray: 2

sheepsilver: 2

sheepcyan: 2

sheeppurple: 2

sheepblue: 2

sheepbrown: 2

sheepgreen: 2

sheepred: 2

sheepblack: 2

chicken: 4

cow: 4

mushroom_cow: 4

ocelot: 4

pig: 2

wolf: 4

blaze: 2

cabe_spider: 2

creeper: 2

enderman: 2

pig_zombie: 2

silverfish: 6

skeleton: 2

spider: 2

zombie: 2