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Random Mob Spawners
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===================
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Random mob spawners give you complete control over how mobs are supposed
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to spawn in your worlds. You can fully customize where, how often and
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how many mobs spawn and make your spawning system precise by utilizing a
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variety of condition-options.
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Important Differences
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---------------------
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There are major randomspawn options that are important to distinguish
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between:
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- **Action: REPLACE**
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- The replace-action is used to replace mobs that are spawned by
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minecraft's very own random spawning system with your custom
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mythic mob creations.
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- This allows for full control over minecraft's spawning system.
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- If Minecraft's random spawners are turned off on your server, examply by setting gamerule doMobSpawning false, this action will not do anything.
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<!-- -->
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- **Action: ADD**
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- The add-action will utilize MythicMobs' very own spawning algorithms which will, in a similar fashion to Minecraft's spawning system, generate random spawn points around players.
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- However these spawn points, as opposed to Minecraft's, will be generated without any conditions allowing you to spawn mobs in any light level and at any location.
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- Detailed configurations as to how these spawn points are generated can be found in MythicMobs' configuration file "config.yml".
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- **Please note** Action: ADD only generates points around survival & adventure mode players and if there is only a location present.
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- If a condition is used that needs an entity it will throw an exception. In case of the biome condition you can use the Biomes: option!
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<!-- -->
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- **Action: DENY**
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- The Deny action can be used to prevent mobs from spawning.
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- Any mob that matches the conditions of a RandomSpawn configured with DENY will not spawn.
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<!-- -->
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- **Action: SCALE**
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- *upcoming feature*
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Options
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-------
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A complete list of all available randomspawn options.
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### Global Randomspawn Options
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**Example:**
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my_favorite_randomspawn:
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Action: ADD
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Type: cute_zombie
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Level: 2
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Chance: 0.01
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Priority: 10
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UseWorldScaling: false
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Worlds: my_overworld,my_overworld_nether
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- **Action: \[action\]**
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- The spawning method to utilize, defaults to "ADD"
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- Action: ADD
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- Action: REPLACE
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<!-- -->
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- **Type: \[mobtypes\]**
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- Defines the type of mob(s) to be spawned. Can be an array/multiple mob types
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- Type: SuperZombie
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- Type: SkeletalMage,WitchBoss
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- May also be MobType or MobName
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<!-- -->
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- **Level: \[number\]**
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- The level the specified mob(s) should spawn with.
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- Must be a fixed number, will not parse number ranges
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- May be overriden by world scaling settings (see below for
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options)
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- Defaults to 1
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- Level: 7
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<!-- -->
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- **Chance: \[number\]**
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- The chance for the mob(s) to spawn.
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- Defaults to 1 [1]
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- **Chance: 0.025**
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<!-- -->
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- **Priority: \[number\]**
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- The priority used to determine which randomspawn to prefer, when
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multiple mobs are chosen to be spawned at the same spawn point
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- Rule of thumb: *higher priority number = higher chance to be
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selected when multiple mobs are chosen*
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- Defaults to 1
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- **Priority: 128**
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<!-- -->
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- **UseWorldScaling: \[true/false\]**
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- Wether the spawned mob's level should be affected by the world
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scaling settings
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- Defaults to true
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<!-- -->
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- **Conditions: \[list\]**
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- A list of conditions used to further shape the spawning
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conditions of the specified mobs
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- The random spawn will fail if any of the given conditions aren't
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met
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- The full list of available conditions can be found here:
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[Conditions manual page](/conditions/start)
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- **Conditions:**
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- **- condition 1**
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- **- condition 2**
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- **...**
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<!-- -->
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- **Worlds: \[worldnames\]**
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- The names of worlds in which the randomspawns should be applied.
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- Can be an array / multiple worlds
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- These names correspond to how your minecraft worlds are named in
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the gamefiles
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- **Worlds: world**
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- **Worlds: world,world\_the\_end,world\_nether**
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- **Worlds: jays\_overworld**
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<!-- -->
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- **Biomes: \[biomes\]**
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- The biomes the specified mobtype(s) can spawn inside of.
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- Can be an array / multiple biomes
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- **Biomes: SNOWY\_TUNDRA,ICE\_SPIKES,SNOWY\_TAIGA,...**
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<!-- -->
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- **Reason: \[reason\]**
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- The reason of minecraft-randomspawn to be matched
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- Can be an array / multiple reasons
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- If this option exists, the randomspawn will only work if it
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matches one of the specified reasons
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- Can be anything from this list:
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[CreatureSpawnEvent.SpawnReason](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/event/entity/CreatureSpawnEvent.SpawnReason.html)
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- **Reason: NATURAL**
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<!-- -->
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- **PointType: \[LAND/SEA\]**
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- Whether this RandomSpawn should use land or sea points to spawn
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- Only does anything with Action: ADD
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- **PointType: LAND**
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### Extra Options in config.yml
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These options, located in MythicMobs' "config.yml"-file, are responsible
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for how Mythic-SpawnPoints are generated on your server. If you're
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upgrading to MythicMobs 2.3 from a previous version, you must regenerate
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your config.yml in order to have these options added to it. Use common
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sense when adjusting these values, as misconfigurations of this section
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may cause lag on your server.
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RandomSpawning:
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GenerateSpawnPoints: true
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MaxMobsPerChunk: 3
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SpawnRadiusPerPlayer: 64
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SpawnRadiusPerPlayerY: 32
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DespawnLazyRandomMobs: true
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PointsPerSecond:
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Land: 10
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Sea: 5
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Examples
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--------
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In-depth tutorial on how to create random spawners: [Creating Random
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Spawners](/tutorials/randomspawns)
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[1] 1 = 100 %, 0.5 = 50 % ... |