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
@kreezxil
No they are not. Just tested. Make sure you are using the correct block in the config file and are running the latest version of TeslaCoil.
EDIT: In case you didn't know, the only block that changes with the other modes is the top block. The tower is still Iron Blocks (unless changed in the config).
Are the other modes broken?
@Layania
TeslaCoil needs the [mobs] to activate the plugin, otherwise any tower of iron blocks would trigger it, basically not allowing iron blocks to be used as building blocks.
The sign is also necessary to limit mobs you wouldn't like killed. If the sign defaulted to everything, it would kill off nearby existing farms of animals and friendly people wandering by. Some people just want the towers to kill of players, others just want it for aggressive mobs.
Either way, it needs the sign and will always need the sign. This is not a "problem," it is a solution.
@kreezxil
The RadiusMultiplier is to make the distance the coil reaches to attack mobs/people affected by the height of the coil. 8 is a serious number to set this at.
At 8, for every block of iron (or whatever block you have it set at), the range it reaches is increased 8 blocks out, which 8 is the default distance. Therefore, just having a tower of 3 blocks with a RadiusMultiplier at 8, it will reach out 24 blocks to attack mobs/people.
Currently, there is no limit to the height, so a tower of 100 iron blocks tall (ridiculous, I know), will reach out 800 blocks at that setting and cause mayhem all night long. I have mine set to 2, but would like to limit the coil height to 10-15 (when this addition is added to the plugin), therefore limiting the range to 20-30 blocks out. My settings are working great, so I hope this clarifies things so you can utilize this plugin to it's full potential like myself. Enjoy!
Also found out that when I set teslaradius to 0 and radiusmultiplier to say something like 8, it remains at default. In fact it looks like it targets more mobs in the default area. But range doesn't increase. Am i misunderstanding something?
Hello great plugin ! i use it since beta 1.5 :) A problem like "kreezxil" : If you don't put any sign with [mobs] and letters. Teslacoil don't target anything. Plugin works but only with filter.
@LastTulare
Its Nikola TESLA not TeLsa!! He was great man you know! But robbed and ruined by others!
You should know name of him in middle of the night!
Cheers!
Feature request:
Snowball tower that has a slowing effect.
Very nice (: only problem, /telsareload dont work, /telsa reload dont work either
@Darklusst
cool thanks
@kreezxil
I believe the damage property only applies to "Ignite Mode" towers, but I will change that.
@Chaznuts
You bet! Thanks for your continued support man :D
On my CB 1.5.2 r.01 SERVER I am getting absolutely no errors in console and I have set damage to 10 on last try as it defaults to 0 and I tried also 3 for damage, but it doesn't damage mobs. Any ideas?
So far, so good! The iron bar exploit is fixed and, although I haven't gone too deep into testing, everything seems to be working normally! No errors, no problems yet! Hope you get some free time and can possible implement my 2 requests here:
@Chaznuts
Thanks again buddy! Keep it up! :)
@Darklusst
What are the odds. I haven't checked this page in several months, but right when I do you just released a build to try out 30 minutes ago. Great timing! I will be reporting any bugs I find to your inbox. Thanks for your effort, my friend!
So I've updated the plugin but I need you guys to test out that everything works as expected, then I can move on to adding more features. Thanks!
Download
I understand there are a myriad of problems with TeslaCoil, as many things have been altered since the last plugin update. I'm working on resolving them now.
I tried to increase the damage to 100 so that mobs would be killed by one lightning strike, but it doesn't seem to work anymore (always requiring around 4 hits to kill a mob no matter what setting). This used to work for me but it stopped after an update.
Me and some members are currently building a city on my server. The city is surrounded on all sides (or will be) with a massive wall, and inside the wall is a series of Teslacoils with a range of 25 blocks. These coils are all powered by the City's power grid I'm designing.
However, during my tests of the grid when I power on the coils nothing happens. They simply do not activate. I've checked all the lines going to them and they all have power, I've made sure that the power is going directly to them and that they are not situated at a corner in the power line.
If I place a redstone torch net to them, or a lever on them they will power up fine. If I alter the power somewhere down the line like add two NOT gates between the source and the coil they will power up just fine, but after that if they get turned off they won't power back on. The signs don't turn blue, they don't shock anything, nothing.
Hello,
I am using V R0.3, the addon does not target players only mobs.
First line: [players] Second: Name
I have done this with the correct caps in the palyers name and without and it does nothing. The same tower will fry any mob I place with the [Mobs] setup. Please help :)
Also I'm using clanforge to host, the file on there says 2.5.2 is that just because the name is not updated or is it really and older version.
Pumpkin helmets do not work when [players]ex is used. This is important to me, at least, as I am wanting to deploy them on my server but do not want them to be all-powerful. People should have a means to defeat them.