Custom Creatures
Compatibility
Tested on Spigot-1.20.
Introduction
This is a fully customizable Minecraft (Bukkit) plugin that allows you to control entities' spawn.
Features
- Synergies perfectly with TakeAim and NastyIllusioner plugins
- 5% of animals naturally spawn with up to 400% health increase.
- 5% of hostile monsters spawn with an increased movement speed up to 100%.
- Once killed, a player respawns with an apple in hand and a small jump and movement bonus for a minute.
- 4% of zombie-like mobs spawn with a tiny jump and movement bonus, fire resistance, in GOLDEN equipment(*1) with random protection and random thorns, a slightly-enchanted golden axe (*1). Drops a gold ignot. (*3)
- 2% of zombie-like mobs spawn with a small jump and movement bonus, fire resistance, in IRON equipment(*1) with random protection and random durability, a well-enchanted sword (*1). Drops an iron block. (*3)
- 1% of skeleton-like mobs spawn with 5 minutes glowing aura, a medium jump and movement bonus, fire resistance and regeneration, in DIAMOND equipment(*1) with maybe top protection and random durability and random support enhancements, a top-enchanted bow (*2). Drops a diamond. (*3)
- 0.5% of zombie-like mobs spawn with 5 minutes glowing aura, a large jump and movement bonus, fire resistance and regeneration, in CHAINMAIL equipment(*1) with maybe top protection and random durability and random support enhancements and top thorns, a top-enchanted sword (*2). Drops a lapiz lazuli and a redstone. (*3)
- 10% of ghasts attack twice as painful.
- 100% of Illusioners have a huge jump and movement bonus, fire resistance and regeneration, a top-enchanted bow (*2) and don't despawn when the player is far away. May drop an enchanted golden apple, a netherite scrap, a book of mending, and a diamond pickaxe. (*3)
- 5% of Pillagers and Piglings have crossbows (*2) with maybe top piercing, random durability, random quick charge, multishot.
- 5% of Drowned have tridents (*2) with maybe top impaling, random durability, channeling.
- 1% of Creepers are powered, have higher movement speed and max health and explosion radius, explode immediately on the player contact. Drops an end crystal. (*3)
- 5% of Horses have the best maximum health, improved movement speed and knockback resistance.
- 5% of Rabbits are the killer bunnies.
- 100% of Withers have more health and armor.
(*1) The default drop chance is 8.5%, and each level of looting adds 1% to the drop chance.
(*2) "Maybe top" items have twice less default drop chance (4.25%), looting still adds 1% to the drop chance.
(*3) Each level of looting adds 1 to the max possible drop amount.
You can configure:
- A filter of types, spawn reasons and probabilities
- Entities' max health, effects, and equipment
- Templates of effects and enchantments
- Random distributions for the majority of numeric values
- Entities' following range
You can solve the following problems:
- Increase the velocity of specific entities, thus make some enemies more dangerous naturally
- Equip entities to protect them from environmental influence
- Make items droppable to award a killer
Commands
customcreatures reload
- reload config from disk
Permissions
- Access to 'reload' command:
customcreatures.reload
(default: op)
Configuration
Author
I will be happy to add some features or fix bugs. My mail: [email protected].
Useful links
Related projects
- CustomDamage: Bukkit Dev, GitHub, Spigot
- CustomNukes: Bukkit Dev, GitHub, Spigot
- CustomRecipes: Bukkit Dev, GitHub, Spigot
- CustomVillage: Bukkit Dev, GitHub, Spigot
- NastyIllusioner: Bukkit Dev, GitHub, Spigot
- RespawnLimiter: Bukkit Dev, GitHub, Spigot
- TakeAim: Bukkit Dev, GitHub, Spigot
this is cool but i cant set the entity spawn limit like what entity can only spawn and which cant
its really bugging me and i cant get it to work like i want
Good plugin! Can I spawn mobs riding horses also?
Also, how do the distribution works? Can you spawn the mobs in a preconfigured distance range from the players? In example, in a radius from 5 to 20 blocks from earch online player?
Thanks!
In reply to _ForgeUser12192054:
Hi.
The plugin modifies mobs which are to spawn according to some condition, e.g. natural or due to actions of other plugins. But it doesn't create new mobs and doesn't move the existing mobs, because it would make too many conflicts with the default behavior and other plugins.
So, this plugin doesn't intend to override a mob type and its coordinates, sorry.
Is this compatible with modpack mobs?
In reply to _ForgeUser28013090:
Hi,
A brief answer would be "no" because I've never heard about the plugin you mentioned. Could you please describe, what od you mean by "compatible" - do you have any specific expectations additionally to "doesn't throw exceptions"? :)