EntitySuppressor
EntitySuppressor is a plugin designed to prevent unnecessary amounts of Mobs from spawning on your server, thus reducing server lag. It does this by supplying an efficient multi-step process to limiting monsters.
Code is written almost entirely by myself. Also see bergerkiller's NoLagg for further Lag-Fixes. Credit to NoLagg & LexManos's PerformanceTweaks for some original concepts.
Features!
Quote:
- Multiworld compatibility!
- Limits Monsters, Squid, Animals, Bats, and Villagers to configureable amounts in rather efficient way.
- Can limit how far and/or how many layers away monsters spawn.
- Reduces the frequency of mob-spawn ticks.
- Only limits naturally spawned and spawner-spawned Mobs.
- When a world has reached it's maximum, spawner mobs are queued until there is room.
- Ability to remove far away unnecessary monsters.
- Does not remove mobs that have picked up player items.
- Commands to count the number of living entities.
- Commands to remove living entities.
- Reloadable config.
- Configurable debug mode that prints extra information.
- CraftBukkitUpToDate compatibility.
- Anonymous statistic reporting to mcstats.org!
Commands & Permissions
- /es count - Returns a count of all Living Entities in the current world.
- /es remove <all / monsters / animals> - Removes all of the specified entity group from the current world.
- esuppressor.remove - Required to use /es remove.
- If "all" is added to the end of either of the above commands, it will do it in all worlds.
- If <world> is added to the end of either of the above commands, it will only do it in the specified world.
- /es reload - Reloads the config.
- esuppressor.reload - Required to use /es reload.
i was finally able to achive my desired results with this config:
I tried a few different config combinations but mobs never really seemed to spawn. I dont even know if this plugin can do what im looking for. But i want a plugin that will make sure mobs keep spawning as players explore. For example if they are running through a desert at night in complete darkness mobs should always be in the vicinity. It use to be like this in vanilla minecraft, but it changed in later versions i believe. I was hoping this plugin could fix it
http://pastebin.com/Bm9Jnxjj
Nulpoint when you try any of the commands..
1.1 R1
also with R3
ES 2.0.3
--------------EDIT-----------
Now we got it to work with ES 2.0.2
----new edit -----
http://pastebin.com/uV1GnRCN <- 2.0.2 and r3
@badda2k
Ideally, it should. But It turns out it doesn't. Hopefully the next version will ignore input worlds that don't exist.
@Fishrock123
Ahhh, I see what you mean now. I was assuming it would work like LogBlock or something. That is, if the world isn't there, it would just ignore it. I'll remove it and see if it works. Thanks!
@badda2k
Then get rid of any "world" entries and / or replace them with your world's name.
@Fishrock123
Yep. Here is my config:
http://pastebin.com/SiYCu0fR
@badda2k
I suspect your world save file is called something other than "world"...?
@d4rkwarriors
See above.
EDIT: Confirmed. You guys need to make the config entries the names of your respective worlds.
@Fishrock123
I'm getting similar errors. I'm using CB #1828
@Fishrock123
version git-Bukkit-1.0.1-R1-b1597jnks (MC: 1.0.1)
@d4rkwarriors
What CraftBukkit build are you using?
@Fishrock123
i use lastest jar only, let recreate config file 10 times, same error, what i have to do?
i think that config reading is still a little buggy, hope that u can fix it i need your plugin alot for some test
@d4rkwarriors
Download the latest version, not the test one.
http://dev.bukkit.org/server-mods/entitysuppressor/files/16-v2-0-2-jar-only/
http://pastebin.com/AtpPeBjy error log
config file: http://pastebin.com/H2KBW3Kf
what are my mistake?
If you're still having (especially multiworld) issues, make sure you update to v2.0.2. I will not accept any bug reports from versions 2.0.0 or 2.0.1.
@sagethor
Probably not. I know absolutely nothing about AI programming, or the likes of it.
I have a suggestion to make this plugin even more efficient; an idea that came from one of Monster Apocalypse's features.
Would it be plausible to have mobs in a certain radius of the player generally move towards them from far distances? When a zombie say, is in a 128 block radius vicinity of a player, it will move towards that player. Once at a closer distance to the player, it will use the default "vision" AI of sorts.
This would be rather nice, and would tie rather nicely in making sure that mobs are where the players are. Thanks for consideration!
@Asura23
The removal will work, but not the spawn cancelation via distance. If you would like both, I will change it for 2.0.3.
If I turn OFF "LimitMonsters" will the "UseMonsterDistanceRemoval" still work?
How about option to limit number of mobs when certain criteria are met?
- More than 100 players in game
- LagMeters TPS count goes under 14