TeslaCoil
TeslaCoil - Tesla Coil mob control:
Version: v2.6.5
Usage: the player must construct a tower of no less than 3 iron(configurable) blocks, and connect this directly to a redstone current. While the current is active, targetted mobs and players within a configurable radius, above or below ground, will be fried. The towers ping every second by default, so mobs chasing you will quickly regret it :p Feedback/constructive criticism is welcome.
Features:
- Tower of 3> configurable blocks will continually zap mobs in a proportionate radius
- Lightning striking mobs on sand turns the sand into glass
- Configuration for radius, vertical radius, sand-to-glass, toggleable targets, and ping time
- Sign-based mob filtering, and player targeting.
- Option to hit all mobs but those specified.
- To avoid being hit as a targeted player, pumpkin helmets have been added as a safe item.
- Command /teslareload allows ops to reload config without reloading all plugins.
- Only users with the permission 'teslacoil.use' can activate coils, and 'teslacoil.reload' for the config.
- Users can be limited with 'teslacoil.limit.#' as well as 'teslacoil.use.mobs' and 'teslacoil.use.players'. shoutout to Chaznuts thanks buddy!
- Towers may have a general cap set, or be limited per group/user.
- Can warn users if they are approaching dangerously close to a coil.
- The towers can be built to shoot fireballs, wither skulls, or simply ignite targets.
- Towers can construct an iron-fence shell.
Configuration:
Permission:
teslacoil.use | Activate coils teslacoil.use.mobs | Ability to target mobs teslacoil.use.players | Ability to target players teslacoil.reload | Use /teslarelaod teslacoil.nolimit | Bypass coil restriction teslacoil.limit.# | # is the number of coils that should be restricted per user/group
Configuration Properties
coillimit: 3 #How many coils users without teslacoil.nolimit can activate, max sandtoglass: true #If false, sand will not turn into glass if a mob is standing on it vradius: 2 #Sets veritcal radius to scan for mobs setping: 1 #Sets seconds the towers wait to ping the area around them blocktype: 42 #Type of block for tower teslaradius: 8 #Can be 0(based on tower height) or a number to set a constant radius. deathblocktype: 49 #Type of block that should be present at the top of the tower for wither mode. radiusmultiplier: 1 #Used only if teslaradius is 0; for each block, the radius is this much bigger. safelightning: false #Safe lightning will only hit the target and not cause splash-damage. fireblocktype: 89 #Type of block that should be present at the top of the tower for fireball mode. buildcage: false #When a normal (not fire-type) coil is enabled, constructs an iron-fence cage around it. warnthreshold: 10 #Can be 0(deactivated) or a number to designate, from the coil's usual effect radius, at what point an approaching player is warned. igniteblocktype: 20 #Type of block that should be present at the top of the tower for ignite mode. damage: 0 #Can be 0(no additional damage) or a number indicating how much additional damage will be applied to targets.
Signs:
Signs may be placed anywhere on the coil, above the block the power is running in through.
To Filter Players:
Same idea as below, place a sign on any side of the block above where the power is input, with the first line being [players] and the subsequent lines containing a player name per line. You can have as many of these signs as there are places on the coil to put them.
To Filter Mobs:
Place a sign above the block where the power is input (doesn't matter which direction it faces), where the first line is [mobs] and the second line contains a list of all mobs that should be targeted by the coil. Alternatively, by including 'ex' on the top of any sign (like [players]ex) will put the coil in Exclusion mode, avoided the specified mobs and hitting all others. The characters are as follows:
c - Creeper s - Spider k - Skeleton z - Zombie h - Chicken o - Cow e - Sheep w - Angry wolf p - Cave Spider b - Blaze m - Magma Cube v - Villager d - Ender Dragon i - Pig Zombie n - Enderman q - Ocelot r - Wither t - Witch l - Slime
Until he fixes this I'm using precious stones with the mob barrier. It doesn't delete mobs in the area until they gain agro on a player. Using this there is almost no extra load on the server. Maybe that's what should be used instead of a general sweep scanning every block.
YAY YOU FINALLY UPDATED IT THANK YOU I CAN NOW USE IT ON MY SERVER AGAIN :)
however i agree with tek, it laggs server.
could it be an option in the config to only hit players, meaning you could use onPlayerMoveEvent and then check if the player is near the tesla coil?
or is there a mob move event?
i mostly do things with players...
@Darklusst
Nachytsm is right, they now spawn in Swap biomes, seem to do so with low light, but light doesn't kill them.
I had to put up TF2 turrets on my last world because my home was on the edge of a swamp and constantly under siege by slimes.
Everything is working good now. My only complaint is it lags the crap out of the server. I have /had 3 coils up covering 30 radius w/ 4 vradius. It's enough to make minecart transit look like a stop motion slide show. Its also jacking the ram usage up to around 55% on my server which is 3gb ram.
I think one of the recent patches made Slimes spawn in Swamp biomes- either that, or I have just found an extremely slime-rich swamp. In either case, my base is constantly surrounded by the squishing sounds of slimes jumping around, and setting my Teslas for [player]ex was the only way to get them gone, alas.
Either way, thank you for the update! I look forward to leaving my Tesla running when I shut the server off, bahaha.
@tek2974
Just uploaded a new version, see the page for info, found this bug and corrected it.
@Nachytsm
I fixed this problem as well. Slimes aren't incorporated as an option because I didn't find a reason to target signs, as they are located near bedrock. I may add an option for every mob however.
ignite blocks and damage aren't working correctly. I can turn it to wither and ghast towers but not ignite towers.
Hey, just downloaded this- pretty awesome, indeed. One problem however! (Or two.)
First off, I didn't see Slimes on the mob list? Unless I'm blind.
Also; if you leave the Towers on and shut down the server, with the [players]ex command, anyone who was previously reckognized will not be any longer! I was quite surprised to find that out when I logged back in on my server within a very, VERY secure compound. I died quickly, and painfully.
Anyways, didn't see any other mention of that, so thought I'd bring it up!
EVERYONE PLEASE DOWNLOAD THE UPDATE I'VE LINKED IN THE MAIN PAGE. I overlooked a couple fatal memory leaks that have crashed servers. They are now fixed and in this new update. Here's the link again: http://dl.dropbox.com/u/9977604/teslacoil.jar The latency should be improved as well, and I've added a couple new permission nodes.
Thanks for enjoying my plugin!
Sweet! You win 1000 Internets! Will try it out tonight.
@batbat01
http://dl.dropbox.com/u/9977604/teslacoil.jar
I've made a temporary link for the update while it's being approved. I recommend you deactivate your current running coils and delete the coils.yml, as there was a problem in the previous version with deactivating them properly when someone simply destroyed them. I look forward to your feedback!
Sadly I decided to shelve this until the update is ready. Terminal was kicking out constant errors. My only concern with the plugin is the fact that the Thunder from the lighting can be heard across the map. So if several people have towers built then it will be nonstop thunder rumbling. Might get annoying. Not sure you have any control over that though. Other than that I love the plugin. And the players on the server are looking forward to it.
Thanks!
@batbat01
Glad you sorted that out :D
So I've updated a little behind schedule, but the new version has many improvements, namely: Wither, Witch, and Ocelot targets. "Death Tower", fires wither skulls at targets. Server owners can limit the amount of coils that individual players or groups can build, see permissions section. I'm using Plugin-Metrics now to check usage stats, it's an opt-out service that Bukkit uses, and any information I see is available for other users too.
So please give me feedback on the new features!
I'm an idiot.
I missed the VERTICAL radius setting. =P
In your Time Lapse video it shows the mobs getting zapped on any level terrain. I can't get mine to do that. I built a tower over 30 iron blocks high but it will only zap mobs up to 3 blocks higher than the base, and none that are below the base level. I played with the confige settings to try to increase the are of effect but it only seems to go in the X and Z, not Y.
Am I missing something?
Thanks for all the feedback. I will have an updated release later today, including target symbols for the new mobs, a fix for the PLAYER_MOVE spam, ability to fire Wither skulls, and revised permissions that will allow for only certain towers to be created.
This looks like a good and fun replacement for MobRepellent. I'm a little concerned for my wooden structures though. =P
We love the TeslaCoil plugin, over on our server, so it'd be deeply awesome to see it updated. It's still working okay, but it throws constant "Could not pass event PlayerMoveEvent" errors in the log, so I'm getting kind of worried. It's such a great plugin, and nothing else really replicates its effects anywhere near as well, so I'd really hate to lose it.
@Darklusst
Great to hear from you! I've been using this plugin for some time now and was starting to get worried if it was going to be updated or not. Keep up the great work!
I look forward to a new release as my users love to place the towers around their houses.
@xphoenixxx
I'm looking over the new API additions now, I should be able to resolve any problems then.