Planned Features
Update Plans
This is where I post things I might add, things I might change. If you want or don't one of the things I mention, make a comment below!
Planned features:
- Make nerf_tnt.ticks effective for all TNT, not merely for chained TNT when a blocklist is defined.
- Bukkit just added an event when TNT is triggered. Will implement when it makes it into a build
- See Bukkit-#770 and Bukkit-#1559
- Fix for unmodified minecart explosions (fire, yield, physics) using MC default fire & power since there is no ExplosionPrimeEvent for minecarts.
- Reported as Bukkit-3905
- This is likely to be fixed by the same patch as for the above. There is a candidate Pull Request (1117) that fixes them all, which has been closed and replaced by PR-1301.
Possible features:
- Allow replacing exploded blocks with a configurable block type. Fire, webs sound interesting, esp when combined with blockphysics
- Extend blockphysics to affect protected drops or unprotected & placed items & things in/on those items.
- There may be an issue chaining normal TNT with minecart TNT when using a block filter.
- Block regeneration, like CreeperHeal. Latter works fine together until you enable blockphysics with placeThrownBlocks. If I get enough requests for this, I may add.
Implemented features
Add an option to throw!(and then place) blocks rather than drops when blockphysics is active. [in 4.18]
add a new exception_worlds under each type of explosion node, so that you could turn off AntiCreeper's behavior for that particular explosion type in that world. [in 4.17]
Add an optional override to tomobs, using either tohostilemobs or topassivemobs, so could affect one but not the other. [in 4.17]
add "all" option to worlds command so that it can be supported from server console[in 4.16]
Add translation capability by use of LanguageAPI
Report when SafeCreeper is altering the same explosion.
Add crystals to mcstats report.
Separate config for exploding minecarts from standalone TNT? (Had one vote for this)
Worth it to separate nerf controls for wither skulls from fireballs?
Make entity physics work again when blockphysics or block filters active
API to allow other plugins to detect if AntiCreeper is configured to nerf an explosion.
Support for unknown explosion sources, typically from other plugins.
Ability to reverse the logic of .depth
Support for 1.5, TNT minecarts.
Add option for adding velocity to exploded blocks.
Add nerf_*.power to modify explosion powers. Charged creepers will still be 2x.
Add ability to avoid bed explosions in the nether. Unclear at this point if I can nerf to the same level as other explosions.
Ability to nerf fire starting, fire spreading, and block fire damage.
- Implemented this in a new plugin, AntiFire
Blacklist of blocks applicable to fireballs
Add control for lightning damage
Nerfing for new Witherboss explosions from flying skulls.
Console commands to print config, and set some configs
Command to set nerf_endermen.block(lift|place)ok.
Command to revert config back to what is saved?
Nerf Wither boss ability to "walk through walls", in addition to existing spawn explosion nerfing Ticket 24]
Package release as a .jar and make sample config separate?
Will you add automatic rebuilding of the terrain?
@pimsserver
For that, there was another plugin, CreeperHeal. Doing automatic rebuild takes a lot more resources since you have to remember the location and type of every block. I don't plan to include in AntiCreeper because I want to keep it lean. If you don't want block damage you could just configure AntiCreeper that way and still damage players/entities.
I would love commands! Configurations have always confused me and commands would give me more confidence that I haven't set it up horribly wrong :( I mainly want this so that 100% of blocks are dropped from the explosion
@Kisurahara
Understand the trouble with configs. See the Generous Creepers example here for how to set up 100% drops from explosions. You'd need to duplicate the yield statement for each explosion type you desire to affect.
@Kisurahara
New! AntiCreeper 4.0 now offers in-game commands. You'd can use either of these commands:
First sets all yields to 100. Second only sets creeper yield. If you like it, use
to save to your config.yml permanently. Done!
You should add world regeneration. So the block regenerate after the explosion. That would be interesting. Maybe add that the endermen places back the block after walking around with it too.
@Danteland
See my response to same question below. CreeperHeal is solution
Updated Planned Features with requests from ChillerKraft. Want to make sure it's sufficient before I go implement.
@filbert66
looks good! lolz i thought the exception list was already implemented and i was just about to start testing ur plugin again on a fresh server :P so yea im deff ready ;P and seperating hostile and passive mobs seems perfect, i cant think of anything better to do about that matter eh
@ChillerKraft
My proposal is simple, so that the only thing you can do for each world is turn AC on or off for each explosion type. If you want AC on in both but different behavior for the same explosions, that would take something different.
For example, the following config would have vanilla MC behavior in world1 for creepers, world2 has vanilla TNT, and world3 has vanilla dragons.
that might help,
sry i havent been able to press the post button in a while, i need to say i misunderstood u, i was wanting to keep anticreeper active and just be able to add worlds where i want to change a value of true to false or false to true
@ChillerKraft
Hmm. Just posted version 4.17 with new features. See Config Description.
To allow more refined controls as you just asked would require much more complex configuration. I did that in AntiFire, listing applicable worlds for each boolean rather than a simple true/false, but people found it confusing. Don't really want to break everyone's configs either. There are other ways....
@filbert66
looks great :D i just need to know how to setup the tohostile/passive mobs entrys :)
toplayer: true
tohostilemob: true
topassivemob: false
toitem: false
??
filbert? :/
i asked that question because it seems like the new entries need to be custom added,
am i right? i downloaded the update, it looks exactly the same as the old one
lmk asap :) ty
well.. i suppose ill just give it a try and see if it works.
@ChillerKraft
tomob will be effective for all non-player entities, unless one of the new fields is set. Examples:
Players and hostile mobs will be damaged:
Another example: only hostile mobs will be damaged. The setting of tohostilemob below is redundant and unnecessary because it is the same as tomob.
i set mine like this for now:
tomob: false
topeacefulmob: false
tohostilemob: true
would this be better at all? or would it have the exact same impact on my server
performance wise etc.
tomob: false
tohostilemob: true
(leaving out the peaceful line from each node making config 8 lines shorter)
@ChillerKraft
For the record, the topeacefulmob:false line is not needed when tomob is set to false.