ps-dps / MobCaptains

Rare and strong mobs, dropping illegally enchanted gear
https://modrinth.com/datapack/mob-captains
MIT License
6 stars 0 forks source link

Nerf (Raid) Farm spawns #8

Closed allanonmage closed 1 year ago

allanonmage commented 1 year ago

I would like to exclude mob captains from raids. I think that is causing an issue with a raid farm. I think Evokers are becoming captains, making them stay around a long time, and then causing Vex's to stick around and break the farm.

allanonmage commented 1 year ago

I found the file "captains.json" in mob-captains-v2.1.0\data\ps-mob\tags\entity_types after extracting the jar file for the mod version, but I don't really get what's going on here. All the mobs are set to "required": false which seems backwards.

I could not find a ps-mob.config file on the server, nor in the mod/datapack. Where is it supposed to be?

How can I exclude Evokers from becoming mob captains? That's the only one causing problems, and I think that should be a simple fix.

PuckiSilver commented 1 year ago

Hey,

If you only want to disable evokers from becoming captains, you can just remove them from the captains.json list you found. The "required": false tells the game to load the file even if that entry doesn’t exist.

the rest of the config is accessible through a chat based menu ingame because of data pack limitations.

A more permanent solution for raid mobs might follow.

PuckiSilver commented 1 year ago

Hey, moving forward, actually removing Mob Captains from raid farms will only be possible by removing said mobs from the list, but they should spawn less frequently in all farms in the upcoming v3.0.0 release

allanonmage commented 1 year ago

I had to remove evokers and pillagers, and maybe witches from being captains to get my raid farm working again. But the config worked fine. How do you detect if the mobs spawn in a farm or not? We use our enderman farm to get all the goodies :D

PuckiSilver commented 1 year ago

The new system blocks spawns in a radius of 24 blocks around where any captain spawns for 10 minutes (the time is configurable). That way, if a captain spawns in a farm, the whole farm won’t produce another captain for 10 minutes (or just a lot fewer if the farm is bigger). Also, this should not affect the open world much, hence a nerf targeted at farms.