HELM0.1.1-26.2.jar
Curse Maven Snippet
What's new
Following, with a two column picker for mobs and players.
Following
$follow is new. It walks after mobs and players and keeps going until $stop,
or until nothing matches for long enough.
| Command | Aliases | Arguments |
|---|---|---|
$follow <names>... |
chase, stalk |
one or more mob and player names |
$follow zombie
$follow zombie skeleton
$follow Notch
$follow Notch Steve zombie
There is no keyword and no mode to choose. A name is either a mob or a player and HELM works out which, so mobs and players mix freely in one command, and every name written is followed at once.
The picker
Typing $follow opens a two column picker straight away: every mob in the game on
the left, players in the world on the right. Typing narrows both at once,
← and → cross between them, ↑ and ↓ move within one, and clicking or
pressing Tab writes the highlighted name in without sending anything. The
picker stays open, so Space and a second pick adds another name.
$follow [Tab]
$follow zom[Tab] [Space] ske[Tab] [Space] Notch[Tab]
Each mob is shown with its kind beside it, and the search matches on that too, so
typing monster narrows to every hostile mob at once.
Only mobs
The picker lists mobs and nothing else. The game files every entity type into a
category, and everything that is not a living creature is misc, so the picker
takes every category except that one. That leaves the 86 mobs of the game and
leaves out the 72 things there is nothing to walk after:
| Not offered | Why |
|---|---|
boat, chest_boat, raft and every wood variant |
Vehicles |
armor_stand, painting, item_frame |
Placed decoration |
arrow, trident, snowball, ender_pearl |
Projectiles |
item, falling_block, tnt, fireball, lightning_bolt |
Effects and objects |
experience_orb, firework_rocket, ender_pearl |
Pickups |
minecart and its variants |
Vehicles |
Writing one of those by hand is refused by name, as is any name that is neither a mob nor a player currently in the world. Player names are matched every tick rather than remembered, so someone who logs out and comes back is picked up again.
How close it stands
The spot HELM stands in is worked out from the target every tick, and the walk is dropped and searched again whenever the spot it was heading for stops counting. How close that spot counts as arrived, and where the spot sits relative to the target, are both settings:
$set follow.radius 0
$set follow.verticalRadius 0
$set follow.offsetDistance 5
$set follow.offsetDirection 180
Radius across and radius up or down are separate, so a mob on a ledge can be
followed without being on its level. A vertical offset puts the spot above or
below the target, which is how you follow something that is flying. Holding an
exact five block gap is a radius of 0 with an offset distance of 5.
Which target
By default every match is a target at once and HELM works towards whichever is cheapest to reach. Three settings change that:
| Setting | Default | What it does |
|---|---|---|
follow.keepTarget |
false |
Stays on the target already being followed |
follow.closestOnly |
false |
Works towards the single closest match |
follow.ignoreSameKind |
false |
Skips closer matches of the kind already being followed |
keepTarget is the one for a crowd: without it, ten zombies wandering around
make the follow switch between all ten.
Timing
Three settings decide how patient it is:
| Setting | Default | What it does |
|---|---|---|
follow.waitTicks |
20 |
Keeps waiting when nothing matches |
follow.retryTicks |
20 |
Waits before trying again after no path was found |
follow.replanTicks |
2 |
Waits after the target moves before searching again |
A target that steps behind a wall or across a chunk boundary is not the end of the
follow. waitTicks covers that, and after it runs out HELM says
Nothing left to follow. and stops itself.
Getting there
What HELM may do on the way is three more settings, which only ever narrow what
movement already allows:
| Setting | Default | What it does |
|---|---|---|
follow.sprint |
true |
Sprint towards the target |
follow.breakBlocks |
true |
Break blocks in the way |
follow.placeBlocks |
true |
Place blocks to bridge a gap |
Turning the last two off is what makes following non-destructive. It cannot follow a target through a wall or over a gap, but it will never modify the world to do it.
Watching
Following never touches your camera by default. follow.lookAtTarget turns it
onto the target whenever HELM is standing still, and follow.maxLookPitch stops
the camera flipping when the target is directly above or below.
Other changes
$stopnow ends a follow, and saysFollowing stopped.when one was running$goto,$autogoto,$autolookat,$farm,$mineand starting a macro each end a running follow, the same way they end each other- Leaving the world ends it
- Commands can now take a list of names as one argument, which is what the follow command uses
See USAGE.md for
every follow command, and
SETTINGS.md for
all nineteen follow settings.
This mod has no additional files

